Tutorials

Permanent URI for this collection


Mapping Images to Target Devices: Spatial, Temporal, Stereo, Tone, and Color

Banterle, Francesco
Artusi, Alessandro
Aydin, Tunc O.
Didyk, Piotr
Eisemann, Elmar
Gutierrez, Diego
Mantiuk, Rafael
Myszkowski, Karol
Ritschel, Tobias

Diffusion Geometry in Shape Analysis

Bronstein, Michael
Castellani, Umberto
Bronstein, Alex

Dynamic Geometry Processing

Chang, Will
Li, Hao
Mitra, Niloy
Pauly, Mark
Wand, Michael

A Practical Guide to Polygon Mesh Repairing

Campen, Marcel
Attene, Marco
Kobbelt, Leif

Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations

Frye, Stephen
Harada, Takahiro
Kim, Young J.
Yoon, Sung-eui


BibTeX (Tutorials)
@inproceedings{
:10.2312/conf/EG2012/tutorials/t1,
booktitle = {
Eurographics 2012 - Tutorials},
editor = {
Renato Pajarola and Michela Spagnuolo
}, title = {{
Mapping Images to Target Devices: Spatial, Temporal, Stereo, Tone, and Color}},
author = {
Banterle, Francesco
and
Artusi, Alessandro
and
Aydin, Tunc O.
and
Didyk, Piotr
and
Eisemann, Elmar
and
Gutierrez, Diego
and
Mantiuk, Rafael
and
Myszkowski, Karol
and
Ritschel, Tobias
}, year = {
2012},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/conf/EG2012/tutorials/t1}
}
@inproceedings{
:10.2312/conf/EG2012/tutorials/t2,
booktitle = {
Eurographics 2012 - Tutorials},
editor = {
Renato Pajarola and Michela Spagnuolo
}, title = {{
Diffusion Geometry in Shape Analysis}},
author = {
Bronstein, Michael
and
Castellani, Umberto
and
Bronstein, Alex
}, year = {
2012},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/conf/EG2012/tutorials/t2}
}
@inproceedings{
:10.2312/conf/EG2012/tutorials/t3,
booktitle = {
Eurographics 2012 - Tutorials},
editor = {
Renato Pajarola and Michela Spagnuolo
}, title = {{
Dynamic Geometry Processing}},
author = {
Chang, Will
and
Li, Hao
and
Mitra, Niloy
and
Pauly, Mark
and
Wand, Michael
}, year = {
2012},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/conf/EG2012/tutorials/t3}
}
@inproceedings{
:10.2312/conf/EG2012/tutorials/t4,
booktitle = {
Eurographics 2012 - Tutorials},
editor = {
Renato Pajarola and Michela Spagnuolo
}, title = {{
A Practical Guide to Polygon Mesh Repairing}},
author = {
Campen, Marcel
and
Attene, Marco
and
Kobbelt, Leif
}, year = {
2012},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/conf/EG2012/tutorials/t4}
}
@inproceedings{
:10.2312/conf/EG2012/tutorials/t5,
booktitle = {
Eurographics 2012 - Tutorials},
editor = {
Renato Pajarola and Michela Spagnuolo
}, title = {{
Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations}},
author = {
Frye, Stephen
and
Harada, Takahiro
and
Kim, Young J.
and
Yoon, Sung-eui
}, year = {
2012},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
/10.2312/conf/EG2012/tutorials/t5}
}

Browse

Recent Submissions

Now showing 1 - 5 of 5
  • Item
    Mapping Images to Target Devices: Spatial, Temporal, Stereo, Tone, and Color
    (The Eurographics Association, 2012) Banterle, Francesco; Artusi, Alessandro; Aydin, Tunc O.; Didyk, Piotr; Eisemann, Elmar; Gutierrez, Diego; Mantiuk, Rafael; Myszkowski, Karol; Ritschel, Tobias; Renato Pajarola and Michela Spagnuolo
    Retargeting is a process through which an image or a video is adapted from the display device for which it was meant (target display) to another one (retarget display). The retarget display can have different features from the target one such as: dynamic range, discretization levels, color gamut, multi-view (3D), refresh rate, spatial resolution, etc. This tutorial presents the latest solutions and techniques for retargeting images along various dimensions (such as dynamic range, colors, temporal and spatial resolutions) and offers for the first time a much-needed holistic view of the field. This includes how to measure and analyze the changes applied to an image/video in terms of quality using both (subjective) psychophysical experiments and (objective) computational metrics.
  • Item
    Diffusion Geometry in Shape Analysis
    (The Eurographics Association, 2012) Bronstein, Michael; Castellani, Umberto; Bronstein, Alex; Renato Pajarola and Michela Spagnuolo
    Over the last decade, the intersections between 3D shape analysis and image processing have become a topic of increasing interest in the computer graphics community. Nevertheless, when attempting to apply current image analysis methods to 3D shapes (feature-based description, registration, recognition, indexing, etc.) one has to face fundamental differences between images and geometric objects. Shape analysis poses new challenges that are non-existent in image analysis. The purpose of this tutorial is to overview the foundations of shape analysis and to formulate state-of-the-art theoretical and computational methods for shape description based on their intrinsic geometric properties. The emerging field of diffusion geometry provides a generic framework for many methods in the analysis of geometric shapes and objects. The tutorial will present in a new light the problems of shape analysis based on diffusion geometric constructions such as manifold embeddings using the Laplace-Beltrami and heat operator, heat kernel local descriptors, diffusion and commute-time metrics.
  • Item
    Dynamic Geometry Processing
    (The Eurographics Association, 2012) Chang, Will; Li, Hao; Mitra, Niloy; Pauly, Mark; Wand, Michael; Renato Pajarola and Michela Spagnuolo
    Throughout the last few years, acquisition and processing of dynamic geometry has already received quite an amount of attention in the computer vision and graphics research community. Recently, the topic has gained a significant boost due to the availability of commodity devices for dynamic geometry acquisition: The introduction of the Microsoft ''Kinect'' device made this kind of technology broadly available, being very well received by both researchers and end-users, and even more development in this direction can probably be expected for the near future. The tutorial on ''Dynamic Geometry Processing'' considers the problem of processing such dynamic range data effectively and efficiently. The tutorial introduces basic processing techniques for analyzing and matching range data. It introduces models for correspondence estimation and presents the according basic algorithmic building blocks. Furthermore, it discusses the current state-of-the-art by looking at example approaches for processing and real-time tracking of dynamic data. In addition, the tutorial will also identify and discuss future challenges in the field, aiming at inspiring future work in this exciting area of research.
  • Item
    A Practical Guide to Polygon Mesh Repairing
    (The Eurographics Association, 2012) Campen, Marcel; Attene, Marco; Kobbelt, Leif; Renato Pajarola and Michela Spagnuolo
    Digital 3D models are key components in many industrial and scientific sectors. In numerous domains polygonmeshes have become a de facto standard for model representation. In practice meshes often have a number ofdefects and flaws that make them incompatible with quality requirements of specific applications. Hence, repairingsuch defects in order to achieve compatibility is a highly important task - in academic as well as industrial applications. In this tutorial we first systematically analyze typical application contexts together with their requirementsand issues, as well as the various types of defects that typically play a role. Subsequently, we considerexisting techniques to process, repair, and improve the structure, geometry, and topology of imperfect meshes,aiming at making them appropriate to case-by-case requirements. We present seminal works and key algorithms,discuss extensions and improvements, and analyze the respective advantages and disadvantages depending onthe application context. Furthermore, we outline directions where further research is particularly important orpromising.
  • Item
    Recent Advances in Real-Time Collision and Proximity Computations for Games and Simulations
    (The Eurographics Association, 2012) Frye, Stephen; Harada, Takahiro; Kim, Young J.; Yoon, Sung-eui; Renato Pajarola and Michela Spagnuolo
    This course is intended for instructing students and practitioners on recent developments related to collision and proximity computations for interactive games and simulations. There have been significant advances in various physics-based simulation techniques for movies, interactive games, and virtual environments. Most recent work has been on achieving realistic simulations of rigid, articulated, deforming, and fracturing models. However, many complex and challenging simulations (e.g., fracturing simulation) are not widely used in interactive games because of their computational requirements, although the hardware capability of current CPUs and GPUs has considerably improving. It is well known that one of the main performance bottlenecks in most simulations lies in proximity queries including collision detection, minimum separation distance, and penetration depth computations. As a result, there has been significant recent research on developing real-time proximity computation algorithms for interactive games and high-quality simulations. Some of recent advanced techniques are able to achieve interactive performance even for most challenging simulations such as fracturing or large-scale cloth simulations. However, these techniques are quite complicated. Moreover, they require in-depth geometric background and sophisticated optimizations on multi-core architectures. These techniques, therefore, have not been easily accessible to students and practitioners who work on real-time simulation methods. Our objective is to introduce and teach students and practitioners about efficient proximity computation methods and their practical implementations. By doing so, we can expose the attendees to the latest developments, to bridge the gap between the two different fields: proximity computation and simulation. At a broad level, this course will cover the following topics: Basic algorithms for various proximity queries including collision detection, minimum separation distances, penetration depth, etc.; Discrete and continuous algorithms for rigid, articulated, deforming, and fracturing models. Parallel algorithms that utilize many cores of CPUs, GPUs, or CPUs/GPUs. Applications of various proximity queries in Havoc, a widely used Physics simulation package. Optimized proximity data structures for many-core architectures including GPU. Integrating proximity computation algorithms into physically-based simulation systems. We have four instructors from academia and industry, each of who has significant experiences in designing and implementing different aspects of the aforementioned teaching materials. Since each instructor is a world-class expert in his field, students will receive the best instruction. Moreover, students and practitioners can learn how the industry-leading physics systems benefits from efficient proximity queries.