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Now showing 1 - 10 of 4587
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    Fast Continuous Collision Detection among Deformable Models using Graphics Processors
    (The Eurographics Association, 2006) Govindaraju, Naga K.; Kabul, Ilknur; Lin, Ming C.; Manocha, Dinesh; Ming Lin and Roger Hubbold
    We present an interactive algorithm to perform continuous collision detection between general deformable models using graphics processors (GPUs). We model the motion of each object in the environment as a continuous path and check for collisions along the paths. Our algorithm precomputes the chromatic decomposition for each object and uses visibility queries on GPUs to quickly compute potentially colliding sets of primitives. We introduce a primitive classification technique to perform efficient continuous self-collision. We have implemented our algorithm on a 3:0 GHz Pentium IV PC with a NVIDIA 7800 GPU, and we highlight its performance on complex simulations composed of several thousands of triangles. In practice, our algorithm is able to detect all contacts, including self-collisions, at image-space precision in tens of milli-seconds.
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    Progressive Hulls for Intersection Applications
    (Blackwell Publishers, Inc and the Eurographics Association, 2003) Platis, Nikos; Theoharis, Theoharis
    Progressive meshes are an established tool for triangle mesh simplification. By suitably adapting the simplification process, progressive hulls can be generated which enclose the original mesh in gradually simpler, nested meshes. We couple progressive hulls with a selective refinement framework and use them in applications involving intersection queries on the mesh. We demonstrate that selectively refinable progressive hulls considerably speed up intersection queries by efficiently locating intersection points on the mesh. Concerning the progressive hull construction, we propose a new formula for assigning edge collapse priorities that significantly accelerates the simplification process, and enhance the existing algorithm with several conditions aimed at producing higher quality hulls. Using progressive hulls has the added advantage that they can be used instead of the enclosed object when a lower resolution of display can be tolerated, thus speeding up the rendering process.ACM CSS: I.3.3 Computer Graphics-Picture/Image Generation, I.3.5 Computer Graphics-Computational Geometry and Object Modeling, I.3.7 Computer Graphics-Three-Dimensional Graphics and Realism
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    Constellation Models for Sketch Recognition
    (The Eurographics Association, 2006) Sharon, Dana; Panne, Michiel van de; Thomas Stahovich and Mario Costa Sousa
    Sketch-based modeling shares many of the difficulties of the branch of computer vision that deals with single image interpretation. Most obviously, they must both identify the parts observed in a given 2D drawing or image.We draw on constellation models first proposed in the computer vision literature to develop probabilistic models for object sketches, based on multiple example drawings. These models are then applied to estimate the most-likely labels for a new sketch. A multi-pass branch-and-bound algorithm allows well-formed sketches to be quickly labelled, while still supporting the recognition of more ambiguous sketches. Results are presented for five classes of objects.
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    The Impulse Graph: A New Dynamic Structure For Global Collisions
    (Blackwell Publishers Ltd and the Eurographics Association, 2000) Baciu, George; Keung Wong, Sai
    In interactive virtual environments and dynamic simulations, collisions between complex objects and articulated bodies may occur simultaneously at multiple points or regions of interference. Many solutions to the collision response problem are formulated based on the local pair-wise contact dynamics. In this article, we present a new solution to the global interactions and dynamic response between multiple structures in a three-dimensional environment. This is based on a new dynamic impulse graph that tracks the reaction forces through the entire system and gives a global view of all the interactions in a multibody system.
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    Comparative Visualization of Instabilities in Crash-Worthiness Simulations
    (The Eurographics Association, 2001) Sommer, Ove; Ertl, Thomas; David S. Ebert and Jean M. Favre and Ronald Peikert
    Since crash-worthiness simulations get more and more important as part of the car development process in order to reduce the cost of development, enhance the product quality, and minimize the time-to-market, the reliability of the simulation results plays a decisive role concerning their significance. Recently the simulation departments of several automotive companies started investigating the quantity and reason for deviations during a number of simulation runs on the same input model. In this case study we discuss different measurements for instability and present a texture-based visualization method which allows the engineers to efficiently explore the simulation results by interactively hiding finite element structures with nearly constant crash performance. Furthermore, we describe those parts of our prototype which use a CORBA layer for providing the same view on a set of simulation results and allowing the visual comparison by using the marker functionality.
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    Sense-Enabled Mixed Reality Museum Exhibitions
    (The Eurographics Association, 2007) Liarokapis, Fotis; Newman, Robert M.; Mount, Sarah; Goldsmith, Dan; Macan, Luis; Malone, Garry; Shuttleworth, James; D. Arnold and F. Niccolucci and A. Chalmers
    During the past few years museums and other cultural heritage institutions have started making use of handheld technologies to provide tourist guides to their visitors. For open-air sites, a number of experimental and commercial applications have been developed based on location-based guides. However, in museum environments static audiovisual guides are the dominant technologies used. In this paper, we present a novel pervasive mixed reality framework to a sensor network capturing ambient noise that can be used to create tangible cultural heritage exhibitions. Localisation of the visitors can be established in a hybrid manner based on machine vision and a wireless sensor network allowing visitors to interact naturally or with the help of sensors. In terms of interface design, a multimodal mixed reality visualisation domain allows for an audio-visual presentation of cultural heritage artefacts.
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    Consistent Scene Illumination using a Chromatic Flash
    (The Eurographics Association, 2009) Kim, Min H.; Kautz, Jan; Oliver Deussen and Peter Hall
    Flash photography is commonly used in low-light conditions to prevent noise and blurring artifacts. However, flash photography commonly leads to a mismatch between scene illumination and flash illumination, due to the bluish light that flashes emit. Not only does this change the atmosphere of the original scene illumination, it also makes it difficult to perform white balancing because of the illumination differences. Professional photographers sometimes apply colored gel filters to the flashes in order to match the color temperature. While effective, this is impractical for the casual photographer. We propose a simple but powerful method to automatically match the correlated color temperature of the auxiliary flash light with that of scene illuminations allowing for well-lit photographs while maintaining the atmosphere of the scene. Our technique consists of two main components. We first estimate the correlated color temperature of the scene, e.g., during image preview. We then adjust the color temperature of the flash to the scene's correlated color temperature, which we achieve by placing a small trichromatic LCD in front of the flash. We demonstrate the effectiveness of this approach with a variety of examples.
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    Filtered Jitter
    (Blackwell Publishers Ltd and the Eurographics Association, 2000) Klassen, R. Victor
    Jitter is one popular way of generating samples for stochastic sampling in computer graphics. The Poisson disk distribution better approximates that of the human photomosaic. In this paper we examine the spatial and frequency space behaviour of a number of existing algorithms for generating stochastic samples and propose a new algorithm based on low pass filtering a jittered set of displacements. The distribution is at least as much like that of the human photomosaic as any existing algorithm, while being fast to compute.
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    Octreemizer: A Hierarchical Approach for Interactive Roaming Through Very Large Volumes
    (The Eurographics Association, 2002) Plate, John; Tirtasana, Michael; Carmona, Rhadamés; Fröhlich, Bernd; D. Ebert and P. Brunet and I. Navazo
    We have developed a hierarchical paging scheme for handling very large volumetric data sets at interactive frame rates. Our system trades texture resolution for speed and uses effective prediction strategies. We have tested our approach for datasets with up to 16GB in size and show that it works well with less than 500MB of main memory cache for 64MB of 3D-texture memory. Our approach makes it feasible to deal with these volumes on desktop machines.
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    Effect of visual cues on human performance in navigating through a virtual maze
    (The Eurographics Association, 2004) Vembar, D.; Iyengar, N.; Duchowski, A.; Clark, K.; Hewitt, J.; Pauls, K.; Sabine Coquillart and Martin Goebel
    Navigation in Virtual Environments (VEs) requires users to develop spatial knowledge of the environment primarily through visual cues provided to the user. Thus, the design and display of visual navigation cues is important for efficient navigation in a VE. In this paper, we report the results of an experiment in which three different visual cues were tested for their benefit toward users' navigation in a 3D virtual maze. The experiment varied the form of visual cue: a 2D map, a 2D map with a directionally ambiguous cue, and a 2D map with a directional cue. Eye tracking data was collected and analyzed to examine the correlation between the type of visual cue presented and the navigational efficiency of the user through the virtual maze. It was observed that the cue type affected performance of the participant in the 3D maze. The directional cue was most effective in the time taken by users to reach the center of the maze. Results of this study have implications for VE design as well as for game development.