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Item Advanced Shading Techniques(Eurographics Association, 2003) Diepstraten, JoachimFocus of this talk: • Per-pixel point light Blinn-Phong lighting • Per-pixel realistic metal-BRDF • Per-pixel anisotropic lighting • Procedural textures • Different reflection/environment mapping techniques • “Faked“ translucencyItem Alternative Augmented Reality Approaches: Concepts, Techniques, and Applications(Eurographics Association, 2003) Bimber, Oliver; Raskar, RameshIn this tutorial we discuss application specific alternative augmented reality (AR) approaches –such as Virtual Showcases and Shader Lamps– that focus on overcoming some of the limitations linked to conventional AR displays. State-of-the-art concepts, details about hard- and software implementations, and current areas of application are presented. An extensive overview over different stereoscopic and auto-stereoscopic display techniques is given. This enables readers to identify parallels between Virtual Reality and augmented reality displays concepts, and stimulate them to think about alternative approaches for AR. Our focus is on interactive rendering techniques that support display concepts, such as projector-based or spatial optical seethrough AR. Methods that create graphical augmentations with respect to the applied optical elements and display surfaces, and techniques for creating a high level of consistency between real and virtual environments will be discussed. Finally, our experiences made with such technologies within art, edutainment, research and industrial areas will be shared with the audience. By handing out construction drawings and algorithms, we aim at enabling participants to realize such systems on their own.Item Building Large Area Multi-Projector Displays(Eurographics Association, 2003) Brown, Michael S.; Majumder, Aditi-Item Efficient Monte Carlo and Quasi-Monte Carlo Rendering Techniques(Eurographics Association, 2003) Keller, Alexander; Kollig, Thomas; Sbert, Mateu; Szirmay-Kalos, Laszlo-Item Facial Modeling and Animation(Eurographics Association, 2003) Haber, Jörg; Terzopoulos, Demetri; Magnenat-Thalmann, Nadia; Blanz, VolkerIn this tutorial we present an overview of the concepts and current techniques that have been developed to model and animate human faces. We introduce the research area of facial modeling and animation by its history and applications. As a necessary prerequisite for facial modeling, data acquisition is discussed in detail. We describe basic concepts of facial animation and present different approaches including parametric models, performance-, physics-, and image-based methods. State-of-the-art techniques such as MPEG-4 facial animation parameters, mass-spring networks for skin models, and face space representations are part of these approaches. We furthermore discuss texturing of head models and rendering of skin and hair, addressing problems related to texture synthesis, bump mapping with graphics hardware, and dynamics of hair. Typical applications for facial modeling and animation such as speech synchronization, head morphing, and forensic applications are presented and explained.Item Flow Visualization by Texture Advection(Eurographics Association, 2003) Weiskopf, Daniel• Vector field visualization: indirectly by tracing particles • Issues: – Seed point positioning – Dense vs. sparse representation – Steady vs. unsteady flow fields – Visualization speedItem Item Item Item Item Non-Photorealistic Rendering(Eurographics Association, 2003) Eißele, Mike• Focus of this talk – Silhouette rendering – Cartoon shading – Hatching – Charcoal rendering – Image-space filter operations – Dither screensItem Photorealistic Augmented Reality(Eurographics Association, 2003) Gibson, Simon; Chalmers, AlanAugmenting real-world images with synthetic objects is becoming of increasing importance in both research and commercial applications, and encompasses aspects of fields such as mobile camera and display technology, computer graphics, image processing, computer vision and human perception. This tutorial presents an in-depth study into the techniques required to produce high fidelity augmented images at interactive rates, and will consider how the realism of the resulting images can be assessed and their fidelity quantified. The first half of the tutorial covers the methods we use to generate augmented images. We will show how commonly available digital cameras can be used to record scene data, and how computer graphics hardware can be used to generate visually realistic augmented images at interactive rates. Specific topics covered will include geometric and radiometric camera calibration, image-based reconstruction of scene geometry and illumination, hardware accelerated rendering of synthetic objects and shadows, and image compositing. The second half of the tutorial discusses in more detail what we are trying to achieve when generating augmented images, and how success can be measured and quantified. Methods for displaying augmented images will be discussed, and techniques for conducting psychophysical experiments to evaluating the visual quality of images will also be covered. Examples of augmented images and video sequences from a real-world interactive interior design application will be shown, and used to illustrate the different ideas and techniques introduced throughout the tutorial.Item Point-Based Computer Graphics(Eurographics Association, 2003) Alexa, Marc; Dachsbacher, Carsten; Gross, Markus; Pauly, Mark; van Baar, Jeroen; Zwicker, Matthias-Item Item Real Numbers, Real Images(Eurographics Association, 2003) Ward, GregThis tutorial develops the thesis that the real world is best represented by real numbers, which are approximated by floating point values in the computer. As the floating point unit (FPU) continues to accelerate, outpacing the arithmetic logic unit (ALU), it makes more and more sense to do our graphics calculations entirely with real numbers. We even see the mainstream changing in this direction with the introduction of floating point frame buffers in a new generation of graphics cards, such as NVidia’s GeForce FX.