STARs
https://diglib.eg.org:443/handle/10.2312/245
Eurographics 2004 - STARs2024-03-29T10:01:10ZCollision Detection for Deformable Objects
https://diglib.eg.org:443/handle/10.2312/egst20041028
Collision Detection for Deformable Objects
Teschner, M.; Kimmerle, S.; Heidelberger, B.; Zachmann, G.; Raghupathi, L.; Fuhrmann, A.; Cani, M.-P.; Faure, F.; Magnenat-Thalmann, N.; Strasser, W.; Volino, P.
Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well-investigated, collision detection for deformable objects introduces additional challenging problems. This paper focusses on these aspects and summarizes recent research in the area of deformable collision detection. Various approaches based on bounding volume hierarchies, distance fields, and spatial partitioning are discussed. Further, image-space techniques and stochastic methods are considered. Applications in cloth modeling and surgical simulation are presented.
2004-01-01T00:00:00ZPerceptually Adaptive Graphics
https://diglib.eg.org:443/handle/10.2312/egst20041029
Perceptually Adaptive Graphics
O’Sullivan, Carol; Howlett, Sarah; McDonnell, Rachel; Morvan, Yann; O’Conor, Keith
In recent years, the Graphics community has come to realise the importance of taking human perception into account when striving for realism in images, animations and Virtual Environments. In May 2001, a EUROGRAPHICS/ SIGGRAPH Campfire brought together a group of researchers from various fields, including computer graphics and visualisation, psychology, neuroscience, eye-movements and medicine to discuss the future and current state of the field. Since then, many researchers have been very active in furthering the field of perceptually adaptive graphics. In this report, we outline the state of the art as discussed at that event and the progress that has been made since.
2004-01-01T00:00:00ZVisual Supercomputing - Technologies, Applications and Challenges
https://diglib.eg.org:443/handle/10.2312/egst20041025
Visual Supercomputing - Technologies, Applications and Challenges
Brodlie, K.; Brooke, J.; Chen, M.; Chisnall, D.; Fewings, A.; Hughes, C.; John, N. W.; Jones, M. W.; Riding, M.; Roard, N.
If we were to have a Grid infrastructure for visualization, what technologies would be needed to build such an infrastructure, what kind of applications would benefit from it, and what challenges are we facing in order to accomplish this goal? In this report, we make use of the term `visual supercomputing' to encapsulate a subject domain concerning the infrastructural technology for visualization. We consider a broad range of scientific and technological advances in computer graphics and visualization, which are relevant to visual supercomputing. We identify the state of the art technologies that have prepared us for building such an infrastructure. We examine a collection of applications that would benefit enormously from such an infrastructure, and discuss their technical requirements. We propose a set of challenges that may guide our strategic efforts in the coming years.
2004-01-01T00:00:00ZAcquisition, Synthesis and Rendering of Bidirectional Texture Functions
https://diglib.eg.org:443/handle/10.2312/egst20041026
Acquisition, Synthesis and Rendering of Bidirectional Texture Functions
Müller, Gero; Meseth, Jan; Sattler, Mirko; Sarlette, Ralf; Klein, Reinhard
One of the main challenges in computer graphics is still the realistic rendering of complex materials such as fabric or skin. The difficulty arises from the complex meso structure and reflectance behavior defining the unique look-and-feel of a material. A wide class of such realistic materials can be described as 2D-texture under varying light- and view direction namely the Bidirectional Texture Function (BTF). Since an easy and general method for modeling BTFs is not available, current research concentrates on image-based methods which rely on measured BTFs (acquired real-world data) in combination with appropriate synthesis methods. Recent results have shown that this approach greatly improves the visual quality of rendered surfaces and therefore the quality of applications such as virtual prototyping. This STAR will present in detail the state-of-the-art techniques for the main tasks involved in producing photo-realistic renderings using measured BTFs
2004-01-01T00:00:00Z