Short Presentations 2005

Permanent URI for this collection

Meshes

Constriction Computation using Surface Curvature

Hétroy, F.
Meshes

Real-Time Marching Cubes on the Vertex Shader

Goetz, Frank
Junklewitz, Theodor
Domik, Gitta
Meshes

Fast and Controllable 3D Modelling From Silhouettes

Prasad, Mukta
Fitzgibbon, Andrew
Zisserman, Andrew
Meshes

Scalar Tagged PN Triangles

Boubekeur, Tamy
Reuter, Patrick
Schlick, Christophe
Meshes

A Sharpness Dependent Approach to 3D Polygon Mesh Hole Filling

Chen, Chun-Yen
Cheng, Kuo-Young
Liao, H.Y. Mark
Virtual Artists

Carving, Painting, and Printing with a Pen Tablet

Mizuno, Shinji
Kobayashi, Daigo
Okada, Minoru
Toriwaki, Junichiro
Yamamoto, Shinji
Virtual Artists

Sculpting in Augmented Reality

Mackie, Jayson
Motion Control

Walking with Pens

Kolhoff, Philipp
Preuß, Jacqueline
Loviscach, Jörn
Virtual Artists

Model-driven Virtual Mezzotint Techniques

Tasaki, Daisuke
Mizuno, Shinji
Okada, Minoru
Motion Control

Proactive Steering Toward Oriented Targets

Boulic, Ronan
Motion Control

Real-time Upper Body 3D Pose Estimation from a Single Uncalibrated Camera

Micilotta, Antonio Salvatore
Ong, Eng Jon
Bowden, Richard
Motion Control

Path Planning for Crowds: From Shared Goals to Individual Behaviors

Pettre, Julien
Thalmann, Daniel
Images and Video

Perception-Based Rendering: Eyes Wide Bleached

Gutierrez, Diego
Anson, Oscar
Munoz, Adolfo
Seron, Francisco J.
Images and Video

Differential Photon Mapping - Consistent Augmentation of Photographs with Correction of all Light Paths

Grosch, Thorsten
Images and Video

Image Reconstruction Invariant to Relighting

Georgiev, Todor
Images and Video

Video Textures Exploiting Symmetric Movements

Haevre, William Van
Reeth, Frank Van
Rendering Natural Phenomena

Real-Time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors

Ummenhoffer, Tamás
Szirmay-Kalos, László
Rendering Natural Phenomena

Leaf Cluster Impostors for Tree Rendering with Parallax

Garcia, Ismael
Sbert, Mateu
Szirmay-Kalos, László
Rendering Natural Phenomena

Rendering Realistic Trees and Forests in Real Time

Candussi, Alberto
Canduss, Nicola
Höllerer, Tobias
Simulation and Modelling

Efficient, Physically Plausible Finite Elements

Nesme, Matthieu
Payan, Yohan
Faure, François
Simulation and Modelling

Fast Body-Cloth simulation with moving humanoids

Rodriguez-Navarro, Javier
Sainz, Miguel
Susin, Antonio
Simulation and Modelling

Predicting Natural Hair Shapes by Solving the Statics of Flexible Rods

Bertails, Florence
Audoly, Basile
Querleux, Bernard
Leroy, Frédéric
Lévêque, Jean-Luc
Cani, Marie-Paule
Simulation and Modelling

Facial Motion Cloning Using Global Shape Deformation

Fratarcangeli, Marco
Schaerf, Marco
Simulation and Modelling

Progressive Cartesian Inequality Constraints for the Inverse Kinematic Control of Articulated Chains

Peinado, Manuel
Boulic, Ronan
Callennec, Benoit Le
Meziat, D.
Immersion and Perception

A 3D Perceptual Metric using Just-Noticeable-Difference

Cheng, Irene
Boulanger, Pierre
Immersion and Perception

A Visual Quality Prediction Model for 3D Texture

Cheng, Irene
Boulanger, Pierre
Immersion and Perception

A Scalable Hardware and Software System for the Holographic Display of Interactive Graphics Applications

Balogh, Tibor
Forgács, Tamás
Agács, Tibor
Balet, Olivier
Bouvier, Eric
Bettio, Fabio
Gobbetti, Enrico
Zanetti, Gianluigi
Immersion and Perception

Interactive Manipulation Of Projections With a Curved Perspective

Sudarsanam, Nisha
Grimm, Cindy M
Singh, Karan
Immersion and Perception

Improving the Experience of Scenes with a Large Field of View using Shift Lens Perspective

Hoeben, Aldo
Stappers, Pieter Jan
Real-Time Rendering

Spherical Harmonic Lighting of Wavelength-Dependent Phenomena

Lindsay, Clifford
Agu, Emmanuel
Real-Time Rendering

Photon Map Gathering on the GPU

Czuczor, Szabolcs
Szirmay-Kalos, László
Szécsi, László
Neumann, László
Frontmatter

Preface

-
Real-Time Rendering

Estimating Mobile Memory Requirements and Rendering Time for Remote Execution of the Graphics Pipeline

Banerjee, Kutty
Wu, Fan
Agu, Emmanuel


BibTeX (Short Presentations 2005)
@inproceedings{
10.2312:egs.20051009,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Constriction Computation using Surface Curvature}},
author = {
Hétroy, F.
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051009}
}
@inproceedings{
10.2312:egs.20051010,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Real-Time Marching Cubes on the Vertex Shader}},
author = {
Goetz, Frank
and
Junklewitz, Theodor
and
Domik, Gitta
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051010}
}
@inproceedings{
10.2312:egs.20051011,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Fast and Controllable 3D Modelling From Silhouettes}},
author = {
Prasad, Mukta
and
Fitzgibbon, Andrew
and
Zisserman, Andrew
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051011}
}
@inproceedings{
10.2312:egs.20051013,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Scalar Tagged PN Triangles}},
author = {
Boubekeur, Tamy
and
Reuter, Patrick
and
Schlick, Christophe
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051013}
}
@inproceedings{
10.2312:egs.20051012,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
A Sharpness Dependent Approach to 3D Polygon Mesh Hole Filling}},
author = {
Chen, Chun-Yen
and
Cheng, Kuo-Young
and
Liao, H.Y. Mark
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051012}
}
@inproceedings{
10.2312:egs.20051014,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Carving, Painting, and Printing with a Pen Tablet}},
author = {
Mizuno, Shinji
and
Kobayashi, Daigo
and
Okada, Minoru
and
Toriwaki, Junichiro
and
Yamamoto, Shinji
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051014}
}
@inproceedings{
10.2312:egs.20051015,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Sculpting in Augmented Reality}},
author = {
Mackie, Jayson
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051015}
}
@inproceedings{
10.2312:egs.20051017,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Walking with Pens}},
author = {
Kolhoff, Philipp
and
Preuß, Jacqueline
and
Loviscach, Jörn
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051017}
}
@inproceedings{
10.2312:egs.20051016,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Model-driven Virtual Mezzotint Techniques}},
author = {
Tasaki, Daisuke
and
Mizuno, Shinji
and
Okada, Minoru
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051016}
}
@inproceedings{
10.2312:egs.20051018,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Proactive Steering Toward Oriented Targets}},
author = {
Boulic, Ronan
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051018}
}
@inproceedings{
10.2312:egs.20051019,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Real-time Upper Body 3D Pose Estimation from a Single Uncalibrated Camera}},
author = {
Micilotta, Antonio Salvatore
and
Ong, Eng Jon
and
Bowden, Richard
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051019}
}
@inproceedings{
10.2312:egs.20051020,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Path Planning for Crowds: From Shared Goals to Individual Behaviors}},
author = {
Pettre, Julien
and
Thalmann, Daniel
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051020}
}
@inproceedings{
10.2312:egs.20051021,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Perception-Based Rendering: Eyes Wide Bleached}},
author = {
Gutierrez, Diego
and
Anson, Oscar
and
Munoz, Adolfo
and
Seron, Francisco J.
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051021}
}
@inproceedings{
10.2312:egs.20051022,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Differential Photon Mapping - Consistent Augmentation of Photographs with Correction of all Light Paths}},
author = {
Grosch, Thorsten
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051022}
}
@inproceedings{
10.2312:egs.20051024,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Image Reconstruction Invariant to Relighting}},
author = {
Georgiev, Todor
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051024}
}
@inproceedings{
10.2312:egs.20051023,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Video Textures Exploiting Symmetric Movements}},
author = {
Haevre, William Van
and
Reeth, Frank Van
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051023}
}
@inproceedings{
10.2312:egs.20051025,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Real-Time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors}},
author = {
Ummenhoffer, Tamás
and
Szirmay-Kalos, László
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051025}
}
@inproceedings{
10.2312:egs.20051026,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Leaf Cluster Impostors for Tree Rendering with Parallax}},
author = {
Garcia, Ismael
and
Sbert, Mateu
and
Szirmay-Kalos, László
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051026}
}
@inproceedings{
10.2312:egs.20051027,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Rendering Realistic Trees and Forests in Real Time}},
author = {
Candussi, Alberto
and
Canduss, Nicola
and
Höllerer, Tobias
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051027}
}
@inproceedings{
10.2312:egs.20051028,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Efficient, Physically Plausible Finite Elements}},
author = {
Nesme, Matthieu
and
Payan, Yohan
and
Faure, François
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051028}
}
@inproceedings{
10.2312:egs.20051030,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Fast Body-Cloth simulation with moving humanoids}},
author = {
Rodriguez-Navarro, Javier
and
Sainz, Miguel
and
Susin, Antonio
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051030}
}
@inproceedings{
10.2312:egs.20051029,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Predicting Natural Hair Shapes by Solving the Statics of Flexible Rods}},
author = {
Bertails, Florence
and
Audoly, Basile
and
Querleux, Bernard
and
Leroy, Frédéric
and
Lévêque, Jean-Luc
and
Cani, Marie-Paule
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051029}
}
@inproceedings{
10.2312:egs.20051031,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Facial Motion Cloning Using Global Shape Deformation}},
author = {
Fratarcangeli, Marco
and
Schaerf, Marco
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051031}
}
@inproceedings{
10.2312:egs.20051032,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Progressive Cartesian Inequality Constraints for the Inverse Kinematic Control of Articulated Chains}},
author = {
Peinado, Manuel
and
Boulic, Ronan
and
Callennec, Benoit Le
and
Meziat, D.
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051032}
}
@inproceedings{
10.2312:egs.20051033,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
A 3D Perceptual Metric using Just-Noticeable-Difference}},
author = {
Cheng, Irene
and
Boulanger, Pierre
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051033}
}
@inproceedings{
10.2312:egs.20051034,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
A Visual Quality Prediction Model for 3D Texture}},
author = {
Cheng, Irene
and
Boulanger, Pierre
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051034}
}
@inproceedings{
10.2312:egs.20051036,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
A Scalable Hardware and Software System for the Holographic Display of Interactive Graphics Applications}},
author = {
Balogh, Tibor
and
Forgács, Tamás
and
Agács, Tibor
and
Balet, Olivier
and
Bouvier, Eric
and
Bettio, Fabio
and
Gobbetti, Enrico
and
Zanetti, Gianluigi
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051036}
}
@inproceedings{
10.2312:egs.20051035,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Interactive Manipulation Of Projections With a Curved Perspective}},
author = {
Sudarsanam, Nisha
and
Grimm, Cindy M
and
Singh, Karan
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051035}
}
@inproceedings{
10.2312:egs.20051037,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Improving the Experience of Scenes with a Large Field of View using Shift Lens Perspective}},
author = {
Hoeben, Aldo
and
Stappers, Pieter Jan
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051037}
}
@inproceedings{
10.2312:egs.20051039,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Spherical Harmonic Lighting of Wavelength-Dependent Phenomena}},
author = {
Lindsay, Clifford
and
Agu, Emmanuel
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051039}
}
@inproceedings{
10.2312:egs.20051038,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Photon Map Gathering on the GPU}},
author = {
Czuczor, Szabolcs
and
Szirmay-Kalos, László
and
Szécsi, László
and
Neumann, László
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051038}
}
@inproceedings{
10.2312:egs.20051041,
booktitle = {
Eurographics 2005 - Short Papers},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Preface}},
author = {
-
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051041}
}
@inproceedings{
10.2312:egs.20051040,
booktitle = {
EG Short Presentations},
editor = {
John Dingliana and Fabio Ganovelli
}, title = {{
Estimating Mobile Memory Requirements and Rendering Time for Remote Execution of the Graphics Pipeline}},
author = {
Banerjee, Kutty
and
Wu, Fan
and
Agu, Emmanuel
}, year = {
2005},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egs.20051040}
}

Browse

Recent Submissions

Now showing 1 - 33 of 33
  • Item
    Constriction Computation using Surface Curvature
    (The Eurographics Association, 2005) Hétroy, F.; John Dingliana and Fabio Ganovelli
    This paper provides a curvature-based algorithm to compute locally shortest geodesics on closed triangulated surfaces. These curves, which are called "constrictions", are useful for shape segmentation. The key idea of the algorithm is that constrictions are almost plane curves; it first finds well-located simple, plane, closed curves, and then slides them along the surface until a shortest geodesic is reached. An initial curve is defined as a connected component of the intersection between the surface and a plane going through an initial vertex. Initial vertices and planes are determined using approximations of surface curvature.
  • Item
    Real-Time Marching Cubes on the Vertex Shader
    (The Eurographics Association, 2005) Goetz, Frank; Junklewitz, Theodor; Domik, Gitta; John Dingliana and Fabio Ganovelli
    In this paper we propose a new approach for visualizing volumetric datasets by their isosurfaces. For an interactive isosurface reconstruction an optimized version of the well-known marching cubes algorithm is used. We extend the original algorithm by an additional vertex shader program. Contrary to other hardware-accelerated solutions our program is not based on a tetrahedral algorithm and thus the implementation for structured grids is more effective. Furthermore, surfaces of time-varying datasets at distinguished threshold values can be extracted in real-time.
  • Item
    Fast and Controllable 3D Modelling From Silhouettes
    (The Eurographics Association, 2005) Prasad, Mukta; Fitzgibbon, Andrew; Zisserman, Andrew; John Dingliana and Fabio Ganovelli
    We show how a 3D model of a complex curved object can be easily extracted from a single 2D image. A userdefined silhouette is the key input; and we show that finding the smoothest 3D surface which projects exactly to this silhouette can be expressed as a quadratic optimization, a result which has not previously appeared in the large literature on the shape-from-silhouette problem. For simple models, this process can immediately yield a usable 3D model; but for more complex geometries the user will wish to further shape the surface. We show that a variety of editing operations which can be defined either in the image or in 3D can also be expressed as linear constraints on the 3D shape parameters. We extend the system to fit higher genus surfaces. Our method has several advantages over the system of Zhang et al. [ZDPSS01] and over systems such as SKETCH and Teddy.
  • Item
    Scalar Tagged PN Triangles
    (The Eurographics Association, 2005) Boubekeur, Tamy; Reuter, Patrick; Schlick, Christophe; John Dingliana and Fabio Ganovelli
    This paper presents a new technique to convert a coarse polygonal geometric model into a smooth surface interpolating the mesh vertices, by improving the principle proposed by Vlachos et al. in their "Curved PN-Triangles". The key idea is to assign to each mesh vertex, a set of three scalar tags that act as shape controllers. These scalar tags (called sharpness, bias, and tension) are used to compute a procedural displacement map that enriches the geometry, and a procedural normal map that enriches the shading. The resulting technique offers two majors features: First, it can be applied on meshes of arbitrary topology while always generating surfaces with consistent behaviors across edge and vertex boundaries, second, it only involves operations that are purely local to each polygon, which means that it is very well suited for hardware implementations.
  • Item
    A Sharpness Dependent Approach to 3D Polygon Mesh Hole Filling
    (The Eurographics Association, 2005) Chen, Chun-Yen; Cheng, Kuo-Young; Liao, H.Y. Mark; John Dingliana and Fabio Ganovelli
    A sharpness dependent hole filling approach is proposed in this paper. The proposed method can fill the hole of a mesh-based model and recover its sharp feature located at the hole area. Interpolation based on radial basis function is applied to create a smooth implicit surface and this surface can approximate the shape of the missed data. Then, a regularized marching tetrahedral algorithm is adopted to triangulate the above implicit surface and to produce a polygonal hole patch. A repaired mesh model is obtained by stitching the hole patch and the hole boundary of the original model. Finally, a feature enhancement process is applied if there exists a sharp feature on the hole boundary of the original model. The introduction of a sharpness dependent filter enhances the sharp feature of a hole-filled model. Experiment results show that our approach can produce excellent reparation results especially for recovering sharp feature.
  • Item
    Carving, Painting, and Printing with a Pen Tablet
    (The Eurographics Association, 2005) Mizuno, Shinji; Kobayashi, Daigo; Okada, Minoru; Toriwaki, Junichiro; Yamamoto, Shinji; John Dingliana and Fabio Ganovelli
    We discuss on an interactive CG system with a pressure sensitive pen tablet. This system is based on the virtual sculpting and printing method which are simulations of real sculpting and woodblock printing. In the sculpting process, the user operates virtual chisels with a pen to carve a virtual wooden object which has a 3D shape. The user can control the carving depth and the carving angle to the surface of the object with the pressure applied to the pen. In the painting process, the user paints ink with a pen on a 3D virtual sculpture created in the sculpting process. The painting result is determined by the surface shape of the sculpture and the pressure to the pen. In the printing process, a pen is used to operate a Japanese printing squeegee, Baren. The user can control the thickness of the print by changing the thickness of ink on the virtual woodblock and the pressure of printing operation.
  • Item
    Sculpting in Augmented Reality
    (The Eurographics Association, 2005) Mackie, Jayson; John Dingliana and Fabio Ganovelli
    We present an Augmented Reality (AR) application which allows a user to manipulate a piece of virtual clay using a marker-free unencumbered hand. By removing the need to wear a glove or place markers on the hand the application is made more accessible, allowing users to interact with the environment without special preparation.
  • Item
    Walking with Pens
    (The Eurographics Association, 2005) Kolhoff, Philipp; Preuß, Jacqueline; Loviscach, Jörn; John Dingliana and Fabio Ganovelli
    Believable 3D animation of walking or running characters still requires complex motion capture technology or extensive skills in manual keyframing. We present an inexpensive, yet natural input method: The user walks on a digital graphics tablet, striding over the surface with two pens in his or her hands, where each pen represents one leg. This technique leverages the popular graphics tablets that can track two drawing tools at the same time. We implemented recording software and a plug-in to use the data in off-the-shelf 3D animation software.
  • Item
    Model-driven Virtual Mezzotint Techniques
    (The Eurographics Association, 2005) Tasaki, Daisuke; Mizuno, Shinji; Okada, Minoru; John Dingliana and Fabio Ganovelli
    Mezzotint is a traditional printing technique that is categorized into copperplate printing where an entire plate surface is roughened by some steel tools. In this paper the authors propose a method to realize two mezzotint techniques by replacing some physical models for the plate making process. The main characteristic of mezzotint is that roughening, scraping, and burnishing the plate will result on a gradation of color from black to white. The paraboloidal incising model and the sweeped paraboloidal model are applied to roughen the plate. Reducing and smoothing operations are introduced to scrape and burnish the plate. By some experiments the authors prove the proposed methods to synthesize copperplate print images.
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    Proactive Steering Toward Oriented Targets
    (The Eurographics Association, 2005) Boulic, Ronan; John Dingliana and Fabio Ganovelli
    In this paper we introduce a real-time steering controller ensuring the reach of a (possible mobile) target position and orientation, without requiring to build/update the full trajectory to that target. We name it the funnelling control. The final orientation is achieved through the continuous adjustment of the heading direction. This control mode is proactive in the sense that it anticipates the success/failure of the reach and adjusts the desired speed accordingly. Both features rely on an heterogeneously sampled table of radial-tangential seek angles obtained when the controller reaches a desired position target without prescribed orientation. By construction, the control update has a constant computing cost, even with variable target characteristics. Its low update cost makes it particularly suited for controlling a large number of mobile entities in real-time. The present exposition is made for an obstacle-free context.
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    Real-time Upper Body 3D Pose Estimation from a Single Uncalibrated Camera
    (The Eurographics Association, 2005) Micilotta, Antonio Salvatore; Ong, Eng Jon; Bowden, Richard; John Dingliana and Fabio Ganovelli
    In this paper we introduce a real-time steering controller ensuring the reach of a (possible mobile) target position and orientation, without requiring to build/update the full trajectory to that target. We name it the funnelling control. The final orientation is achieved through the continuous adjustment of the heading direction. This control mode is proactive in the sense that it anticipates the success/failure of the reach and adjusts the desired speed accordingly. Both features rely on an heterogeneously sampled table of radial-tangential seek angles obtained when the controller reaches a desired position target without prescribed orientation. By construction, the control update has a constant computing cost, even with variable target characteristics. Its low update cost makes it particularly suited for controlling a large number of mobile entities in real-time. The present exposition is made for an obstacle-free context.This paper outlines a method of estimating the 3D pose of the upper human body from a single uncalibrated camera. The objective application lies in 3D Human Computer Interaction where hand depth information offers extended functionality when interacting with a 3D virtual environment, but it is equally suitable to animation and motion capture. A database of 3D body configurations is built from a variety of human movements using motion capture data. A hierarchical structure consisting of three subsidiary databases, namely the frontal-view Hand Position (top-level), Silhouette and Edge Map Databases, are pre-extracted from the 3D body configuration database. Using this hierarchy, subsets of the subsidiary databases are then matched to the subject in real-time. The examples of the subsidiary databases that yield the highest matching score are used to extract the corresponding 3D configuration from the motion capture data, thereby estimating the upper body 3D pose.
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    Path Planning for Crowds: From Shared Goals to Individual Behaviors
    (The Eurographics Association, 2005) Pettre, Julien; Thalmann, Daniel; John Dingliana and Fabio Ganovelli
    This paper presents a novel approach for path planning in the context of crowds animation. The solution produces several paths joining each user-defined pair of locations in the environment. Pairs are possible initial/goal locations for the virtual characters. The obtained paths diversity enables individual behaviorial diversity, while ensuring the achievement of potentially complex goals. The solution is general, derives from the Probabilistic Roadmap motion planning technique developed in Robotics, and proceeds in two stages. First a dense roadmap is build from the 3D definition of the environment and individual s bounding box, then, given a specific problem, a set of feasible paths is extracted from the roadmap using a Diskstra s algorithm implementation and an edge deletion technique. Resulting paths are plausible, and covers widely the environment given that short paths are found as well as less optimal ones. The method is illustrated and demonstrated all along the paper with a generic example.
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    Perception-Based Rendering: Eyes Wide Bleached
    (The Eurographics Association, 2005) Gutierrez, Diego; Anson, Oscar; Munoz, Adolfo; Seron, Francisco J.; John Dingliana and Fabio Ganovelli
    Perception issues are a key factor in rendering Vision-Realistic images. This paper develops a novel spectral sensitive model of the Human Visual System (HVS) in order to simulate the bleaching effect in retinal photopigments. First, the Stiles-Crawford effect is taken into account to determine the pupil size of the adapted eye and to compute the directional sensitivity of the photoreceptors in the retina. After that, the percentage of bleached pigment based on the incident retinal illuminance is calculated to simulate the loss of spectral sensitivity of the human observer seeing the scene.
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    Differential Photon Mapping - Consistent Augmentation of Photographs with Correction of all Light Paths
    (The Eurographics Association, 2005) Grosch, Thorsten; John Dingliana and Fabio Ganovelli
    Augmenting images with consistent lighting is possible with differential rendering. This composition technique requires two lighting simulations, one simulation with only real geometry and another one with additional virtual objects. The difference of the two simulations can be used to modify the original pixel colors. The main drawback of differential rendering is that not all modified light paths can be displayed: The result of the lighting simulation is visible in a reflective object instead of the real environment, augmented with virtual objects. Moreover, many regions in the photograph remain unchanged and the same work is done twice without any visual effect. In this paper we present a new approach for augmenting a photograph with only a single photon mapping simulation. The changes in lighting introduced by a virtual object are directly simulated using a differential photon map. All light paths intersecting the virtual object are corrected. To demonstrate the correctness of our approach, we compare our simulation results with real photographs.
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    Image Reconstruction Invariant to Relighting
    (The Eurographics Association, 2005) Georgiev, Todor; John Dingliana and Fabio Ganovelli
    This paper describes an improvement to the Poisson image editing method for seamless cloning. Our approach is based on minimizing an energy expression invariant to relighting. The improved method reconstructs seamlessly the selected region, matching both pixel values and texture contrast of the surrounding area, while previous algorithms matched pixel values only. Our algorithm solves a deeper problem: It performs reconstruction in terms of the internal working mechanisms of human visual system. Retinex-type effects of adaptation are built into the structure of the mathematical model, producing results that change covariantly with lighting.
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    Video Textures Exploiting Symmetric Movements
    (The Eurographics Association, 2005) Haevre, William Van; Reeth, Frank Van; John Dingliana and Fabio Ganovelli
    In this paper, an extension to the traditional method for creating video textures is presented. By exploiting the symmetric properties of the frames in a given video sequence, a new endless video stream or video loop is generated by reversing video playback when appropriate. We aim at a larger set of possible input video's for video texture creation, including captured motions containing no smooth transitions (eg. turbulent plant movements). To achieve this, good turn points, instead of transitions are extracted from the video data, after which a simple algorithm synthesizes a new video sequence while optimally exploiting the original frame data. Visual artifacts caused by changed lighting conditions are reduced significantly.
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    Real-Time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors
    (The Eurographics Association, 2005) Ummenhoffer, Tamás; Szirmay-Kalos, László; John Dingliana and Fabio Ganovelli
    This paper presents a real-time method to realistically render dynamic participating media under changing lighting conditions. In order to cope with performance requirements, the volume is built of instances of particle blocks. The simulation and rendering happen on two levels, on the block level and on the volume level. On the volume level blocks are replaced by depth impostors, which allows for very fast recalculation of the cloud illumination. Including depth information into block impostors our technique also eliminates billboard clipping artifacts when the participating medium contains objects. The proposed method can render swirling clouds and smoke on high frame rates, and can be used in real-time applications.
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    Leaf Cluster Impostors for Tree Rendering with Parallax
    (The Eurographics Association, 2005) Garcia, Ismael; Sbert, Mateu; Szirmay-Kalos, László; John Dingliana and Fabio Ganovelli
    This paper presents a simple method to render complex trees on high frame rates while maintaining parallax effects. Based on the recognition that a planar impostor is accurate if the represented polygon is in its plane, we find an impostor for each of those groups of tree leaves that lie approximately in the same plane. The groups are built automatically by a clustering algorithm. Unlike billboards, these impostors are not rotated when the camera moves, thus the expected parallax effects are provided. On the other hand, clustering allows the replacement of a large number of leaves by a single semi-transparent quadrilateral, which improves rendering time considerably. Our impostors well represent the tree from any direction and provide accurate depth values, thus the method is also good for shadow computation.
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    Rendering Realistic Trees and Forests in Real Time
    (The Eurographics Association, 2005) Candussi, Alberto; Canduss, Nicola; Höllerer, Tobias; John Dingliana and Fabio Ganovelli
    Real-Time rendering of realistic trees on common graphics hardware represents a big challenge due to their inherent geometric complexity. In most cases, trees are composed of hundreds of thousands of leaves and branches with complex lighting interrelations. We present novel techniques to render and animate photorealistic trees in real-time. The described techniques are easily implemented with commonly available graphics cards, making them suitable to applications such as visual simulations and video games. Polygon counts are significantly reduced by the use of simplified textured geometry for minor branches and billboarded leaf textures. Fast and realistic lighting and shadowing of the leaves and surroundings enhances realism. We animate the tree branches and leaf textures using simple vertex shaders, creating a realistic effect of the tree swaying in the wind. Discrete levels of detail allow rendering of a large number of trees, making it possible to represent realistic forest scenes made of 1000-1500 trees.
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    Efficient, Physically Plausible Finite Elements
    (The Eurographics Association, 2005) Nesme, Matthieu; Payan, Yohan; Faure, François; John Dingliana and Fabio Ganovelli
    This paper discusses FEM-based simulations of soft bodies in terms of speed and robustness. To be physically plausible, three fundamental laws must be respected: rotational invariance, Newton's law and Euler's law. We show that precomputed strain-displacement matrices generate nonphysical torques which can lead to visual artifacts. We then derive the fastest FEM-based method meeting our criteria of plausibility and robustness and discuss their limitations.
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    Fast Body-Cloth simulation with moving humanoids
    (The Eurographics Association, 2005) Rodriguez-Navarro, Javier; Sainz, Miguel; Susin, Antonio; John Dingliana and Fabio Ganovelli
    In this paper we present a very fast method for body-cloth animation. The usual bottle-neck in cloth simulation performance is collision detection, which becomes more difficult to solve when a complex geometry, like a human body, is involved. Recent image based methods, that use depth images to detect collisions, usually relays on CPU for collision correction. In our work we implement a GPU based simulation that takes care both of cloth simulation and body-cloth collisions when the humanoid is moving. Our solution is based on a hierarchic depth map structure. A high frame rate is obtained with both structured and unstructured cloth meshes with thousands of particles.
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    Predicting Natural Hair Shapes by Solving the Statics of Flexible Rods
    (The Eurographics Association, 2005) Bertails, Florence; Audoly, Basile; Querleux, Bernard; Leroy, Frédéric; Lévêque, Jean-Luc; Cani, Marie-Paule; John Dingliana and Fabio Ganovelli
    This paper presents a new physically-based method for predicting natural hairstyles in the presence of gravity and collisions. The method is based upon a mechanically accurate model for static elastic rods (Kirchhoff model), which accounts for the natural curliness of hair, as well as for hair ellipticity. The equilibrium shape is computed in a stable and easy way by energy minimization. This yields various typical hair configurations that can be observed in the real world, such as ringlets. As our results show, the method can generate different hair types with a very few input parameters, and perform virtual hairdressing operations such as wetting, cutting and drying hair.
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    Facial Motion Cloning Using Global Shape Deformation
    (The Eurographics Association, 2005) Fratarcangeli, Marco; Schaerf, Marco; John Dingliana and Fabio Ganovelli
    We present a novel Facial Motion Cloning method relying on the combination of the radial basis functions (RBF) based scattered data interpolation with the encoding capabilities of the MPEG-4 Facial and Body Animation (FBA) international standard. Beside from an initial manual selection of feature points, our method works fully automatically without user interaction. The produced talking head is able to perform generic face animation which is stored in a MPEG-4 FBA data stream.
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    Progressive Cartesian Inequality Constraints for the Inverse Kinematic Control of Articulated Chains
    (The Eurographics Association, 2005) Peinado, Manuel; Boulic, Ronan; Callennec, Benoit Le; Meziat, D.; John Dingliana and Fabio Ganovelli
    We propose an Inverse Kinematic Control architecture capable of handling tasks that are expressed in terms of inequality constraints in the Cartesian space. These inequality constraints are progressive in the sense that their influence manifests itself in a zone of finite thickness by damping the progression toward the strict limit of the constraint. We show how to enforce this family of constraints in a two stage process with our prioritized IK sheme. Various examples highlight the potential of this approach for managing complex articulated chains in cluttered environments where obstacles are modelled with this type of constraints.
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    A 3D Perceptual Metric using Just-Noticeable-Difference
    (The Eurographics Association, 2005) Cheng, Irene; Boulanger, Pierre; John Dingliana and Fabio Ganovelli
    In multimedia applications, it is essential to distribute resources efficiently among different types of data in order to optimize overall quality. We propose a perceptual metric using Just-Noticeable-Difference (JND) to identify redundant mesh data so that available bandwidth can be allocated to improve texture resolution. Evaluation of perceptual impact during runtime is based on statistics in a lookup table generated during preprocessing. If the impact is less than the JND, no mesh refinement is performed. We apply Weber s fraction to compute the JND threshold, which is verified by perceptual evaluations. Experimental result shows that our JND model can accurately predict perceptual impact based on the human visual system.
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    A Visual Quality Prediction Model for 3D Texture
    (The Eurographics Association, 2005) Cheng, Irene; Boulanger, Pierre; John Dingliana and Fabio Ganovelli
    Online bandwidth limitations and fluctuations impose a major challenge in estimating the amount of data to transmit in a given time period. Over or under estimation of bandwidth can jeopardize the visual fidelity of the transmitted and related multimedia data. We propose a Visual Quality Prediction (VQP) model which supports an adaptive fragmented texture transmission approach taking bandwidth fluctuations into consideration, and adjusts the data size (and thus quality) of the next block of texture data to be transmitted. The transmission depends on a set of predictors used to optimize an overall best effort visual quality.
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    A Scalable Hardware and Software System for the Holographic Display of Interactive Graphics Applications
    (The Eurographics Association, 2005) Balogh, Tibor; Forgács, Tamás; Agács, Tibor; Balet, Olivier; Bouvier, Eric; Bettio, Fabio; Gobbetti, Enrico; Zanetti, Gianluigi; John Dingliana and Fabio Ganovelli
    We present a scalable holographic system design targeting multi-user interactive computer graphics applications. The display uses a specially arranged array of micro-displays and a holographic screen. Each point of the holographic screen emits light beams of different color and intensity to the various directions, in a controlled manner. The light beams are generated through a light modulation system arranged in a specific geometry and the holographic screen makes the necessary optical transformation to compose these beams into a perfectly continuous 3D view. With proper software control, the light beams leaving the various pixels can be made to propagate in multiple directions, as if they were emitted from physical objects at fixed spatial locations. The display is driven by DVI streams generated by multiple consumer level graphics boards and decoded in real-time by image processing units that feed the optical modules at high refresh rates. An OpenGL compliant library running on a client PC redefines the OpenGL behavior to multicast graphics commands to server PCs, where they are re-interpreted for implementing holographic rendering. The feasibility of the approach has been successfully evaluated with a working hardware and software 7.4M pixel prototype driven at 10-15Hz by three DVI streams.
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    Interactive Manipulation Of Projections With a Curved Perspective
    (The Eurographics Association, 2005) Sudarsanam, Nisha; Grimm, Cindy M; Singh, Karan; John Dingliana and Fabio Ganovelli
    The concept of curved perspective has been used by artists such as M.C. Escher in order effectively convey a sense of three dimensional space while being restricted to a two dimensional canvas. We present an interactive system to create and manipulate projections with a curvilinear perspective. Our system presents the user with a set of intuitive screen-space perspective primitives that control the vanishing points of the scene. This allows the user to generate diverse projections having curved perspective.
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    Improving the Experience of Scenes with a Large Field of View using Shift Lens Perspective
    (The Eurographics Association, 2005) Hoeben, Aldo; Stappers, Pieter Jan; John Dingliana and Fabio Ganovelli
    In interactive computer graphics such as games and interactive panoramic photos, users are often presented a view with a larger field of view than would correspond to the distance to and size of the screen on which the graphics are viewed. This makes looking at the scene a less claustrophobic experience, showing more of the environment than that which is strictly ahead. In many applications however, where the goal is to get a sense of presence and ambiance of the depicted scene, the large field of view distracts the observer with extreme converging lines when looking up or down. Even though these converging lines are perspectively correct, the resulting image does not match the way we normally perceive the world around us. In this paper we discuss modifying the perspective to reduce the distortions caused by the large field of view, to enhance the experience of these scenes.
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    Spherical Harmonic Lighting of Wavelength-Dependent Phenomena
    (The Eurographics Association, 2005) Lindsay, Clifford; Agu, Emmanuel; John Dingliana and Fabio Ganovelli
    Rendering of objects that exhibit iridescence has previously been limited to simple lighting conditions generated from a few point or directional lights. We extend this idea by modeling light interference as a Bidirectional Re- flectance Distribution Function (BRDF) and precomputing the physically based surface response to hemisphere lighting in terms of a low order spherical harmonic basis. Parameterizing by view direction, we can store the light interference effect in a 2D texture map, where each entry contains a vector of spherical harmonic basis function coefficients. Our technique achieves a full spectral representation of interference color by maintaining the spherical harmonic basis in terms of Spectral Power Distribution (SPD) instead of a color-based format such as RGB. In addition, we demonstrate that our approach is amenable to current graphics hardware and can render at real-time frame rates.
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    Photon Map Gathering on the GPU
    (The Eurographics Association, 2005) Czuczor, Szabolcs; Szirmay-Kalos, László; Szécsi, László; Neumann, László; John Dingliana and Fabio Ganovelli
    Photon mapping methods obtain the indirect illumination of a point by finding those photon hits that arrived at the neighborhood of the point on the object surface. This paper proposes a method that stores the photon hits in a texture of the graphics hardware and replaces the traditional kd-tree based neighborhood searches by the filtering of this texture. This step finds the irradiance of all points (i.e. all texels) simultaneously in a single step, thus the average irradiance of a point can be obtained by a single texture lookup. Using this approach we can port the final gathering step of photon mapping to the graphics hardware (GPU). The CPU is only responsible for generating new light paths and updating the unfiltered photon map. Thanks to the optimal subdivision of the computation work between the the CPU and the GPU, the proposed algorithm can render globally illuminated scenes interactively.
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    Preface
    (The Eurographics Association, 2005) -; John Dingliana and Fabio Ganovelli
    Preface and Table of Contents
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    Estimating Mobile Memory Requirements and Rendering Time for Remote Execution of the Graphics Pipeline
    (The Eurographics Association, 2005) Banerjee, Kutty; Wu, Fan; Agu, Emmanuel; John Dingliana and Fabio Ganovelli
    Mobile devices have limited processing power, memory and battery power. Remote execution, wherein part or entire graphics pipeline is offloaded to a powerful surrogate server, is an attractive solution for low end mobile devices such as PDAs and cell phones that lack floating point units or GPUs. We have found that remote execution of floating-point-intensive pipeline stages such as transform and geometry operations can produce speedups of up to 10 times for a low-end mobile device. We introduce generalized pipeline-splitting, a paradigm whereby 15 sub-stages of the graphics pipeline are instrumented with networking code such that they can run either on a mobile client or a surrogate server. To validate our concepts, we create Remote Mesa (RMesa). As a foundation for deciding which stages of the pipeline would benefit from remote execution, this paper presents analytical models for the overall rendering time, memory requirements and roundtrip network delay incurred by RMesa.