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Item Resample Hardware for 3D Graphics(The Eurographics Association, 2002) Meinds, Koen; Barenbrug, Bart; Thomas Ertl and Wolfgang Heidrich and Michael DoggettTexture mapping is a core technology of current real-time 3D graphics systems. To avoid aliasing artifacts, the texture mapping resample process requires proper filtering. We present a new resample algorithm for twopass forward texture mapping that is suited to an efficient hardware implementation. This method delivers high quality anti-aliased images using filter techniques based on digital signal processing. We use an input sample driven texture resample and filtering algorithm that "splats" the contribution of each input sample (texel) to output samples (pixels). We show how the algorithm can be efficiently implemented in a hardware resample structure. The algorithm is incorporated and tested in a standard 3D graphics pipeline using the OpenGL interface. Our results exhibit better anti-aliasing of textures than anisotropic filtering found in current advanced graphics chips. We also show that the same texture filtering method can be used to implement edge anti-aliasing. Our edge anti-aliasing results show an absence of aliasing on most edges.Item Feedback on In-flight Applications of Virtual Reality to Enhance Comfort in Future Aircraft(The Eurographics Association, 2014) D'Cruz, Mirabelle; Patel, Harshada; Lewis, Laura; Cobb, Sue; Jerome Perret and Valter Basso and Francesco Ferrise and Kaj Helin and Vincent Lepetit and James Ritchie and Christoph Runde and Mascha van der Voort and Gabriel ZachmannThe European funded project VR-HYPERSPACE (FP7-AAT-2011-1-285681 www.vr-hyperspace.eu) has made great steps towards investigating innovative ways of using virtual reality (VR) and mixed reality (MR) in-flight, specifically to enhance passenger comfort in future air cabins. VR/MR were used to create virtual environments presenting ''positive illusions'' to a passenger either through head-mounted displays (HMDs) or large-scale displays. These illusions, based on research in virtual embodiment and space perception, were developed to investigate whether altering a person's virtual body, and placing a virtual body or your physical body in alternative environments, can change a person's perception of their comfort. This paper presents a brief summary of feedback from a group of VR-enthusiasts on the first demonstrations of these comfort illusions to the wider public.Item Large-Scale 3D Shape Retrieval from ShapeNet Core55(The Eurographics Association, 2017) Savva, Manolis; Yu, Fisher; Su, Hao; Kanezaki, Asako; Furuya, Takahiko; Ohbuchi, Ryutarou; Zhou, Zhichao; Yu, Rui; Bai, Song; Bai, Xiang; Aono, Masaki; Tatsuma, Atsushi; Thermos, S.; Axenopoulos, A.; Papadopoulos, G. Th.; Daras, P.; Deng, Xiao; Lian, Zhouhui; Li, Bo; Johan, Henry; Lu, Yijuan; Mk, Sanjeev; Ioannis Pratikakis and Florent Dupont and Maks OvsjanikovWith the advent of commodity 3D capturing devices and better 3D modeling tools, 3D shape content is becoming increasingly prevalent. Therefore, the need for shape retrieval algorithms to handle large-scale shape repositories is more and more important. This track provides a benchmark to evaluate large-scale 3D shape retrieval based on the ShapeNet dataset. It is a continuation of the SHREC 2016 large-scale shape retrieval challenge with a goal of measuring progress with recent developments in deep learning methods for shape retrieval. We use ShapeNet Core55, which provides more than 50 thousands models over 55 common categories in total for training and evaluating several algorithms. Eight participating teams have submitted a variety of retrieval methods which were evaluated on several standard information retrieval performance metrics. The approaches vary in terms of the 3D representation, using multi-view projections, point sets, volumetric grids, or traditional 3D shape descriptors. Overall performance on the shape retrieval task has improved significantly compared to the iteration of this competition in SHREC 2016. We release all data, results, and evaluation code for the benefit of the community and to catalyze future research into large-scale 3D shape retrieval (website: https://www.shapenet.org/shrec17).Item Agile Curriculum Design for the Creative Industries(The Eurographics Association, 2016) Palmer, Ian J.; Ralley, J.; Davenport, D.; Beatriz Sousa Santos and Jean-Michel DischlerThe creative industries thrive on novelty and technology, demanding professionals who can innovate, deliver to demanding briefs and constantly reinvent processes to match new problems. Traditional educational approaches can deliver some of these to a high level, but the demand for graduates who can thrive in these conditions is increasing. Escape Studios has reputation for rapidly upskilling graduates and making them ‘studio ready’ and is now moving to offer degree programmes including team working skills and commercial awareness impossible to include in its existing short intensive courses. This paper outlines the design process involved in creating these new programmes and provides case studies of some experiments in studio-based learning using industry briefs, peer and self-assessment and iterative working.Item Procedural Modelling of Destructible Materials(The Eurographics Association, 2021) Gestel, J. van; Bidarra, R.; Silva, F. and Gutierrez, D. and RodrÃguez, J. and Figueiredo, M.Traditional content creation for computer games is a costly process. In particular, current techniques for authoring destructible behaviour are often limited to a single object basis. In this paper, we build on previous research results to develop a novel method for designing reusable destructible behaviour which can be applied in real-time to a variety of objects. To separate the destructible behaviour from particular objects, we introduce the concept of destructible materials: where the material of an object usually defines the way an object looks, a destructible material will determine how it breaks. Destructible materials provide a reusable definition and intuitive way of designing and tweaking destructible behaviour of objects in game development, which can then be applied in real-time.Item Perceiving Complex Causation Through Interaction(ACM, 2013) Ware, Colin; Donald House and Cindy GrimmWhen we interact with a touch screen computational device we have the strong subjective impression that we are directly causing changes that occur on the screen. For example, sliding a finger on a screen causes scrolling of the information. But the current method for showing causal relationships derived from models is to use a causal network diagram with nodes representing entities and arrows represent causal relationships between those entities. Sometimes arrows are labeled to weight the connections. In such diagrams there is no immediate visual impression of causal links, just the perception of connections and the arrowhead symbol. Interactive touch screens would seem to offer the potential for creating interactive diagrams where the causal relationships are provided in a perceptually immediate and unequivocal fashion. This paper explores methods for creating interactive diagrams using multiple touches that go beyond simple positive causation to express complexities such as causal effect enhancement, causal effect reduction and causal effect blocking. A design rationale is presented with special attention to temporal constraints. Results from an evaluation study suggest that the design can be understood with minimal instruction by most people.Item Conceptualizing, Managing and Developing: A Web Based 3D City Information Model for Urban Energy Demand Simulation(The Eurographics Association, 2015) Padsala, Rushikesh; Coors, Volker; Filip Biljecki and Vincent TourreIn this paper we describe a concept to manage and develop a web based virtual 3D scene, based on CityGML LoD 2 models, DTM tiles, ortho-photos and energy simulation results of specific heating demand and photovoltaic potential generated from SimStadt simulation platform, by integrating it on ESRI 3D City Information Model (3DCIM) platform. The final output results into a web based 3D visualization of multiple layers of building attributes such as building age, building height, building type, building usage and energy simulation results in terms of specific heating demand and PV potential. Additionally 3D modelling of trees and waterbody were produced based on its location to visually enrich the final virtual 3D scene.Item Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware(The Eurographics Association, 2002) Chan, Eric; Ng, Ren; Sen, Pradeep; Proudfoot, Kekoa; Hanrahan, Pat; Thomas Ertl and Wolfgang Heidrich and Michael DoggettReal-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading computations into multiple passes, each of which satisfies the given constraints. Many such partitions exist for a shader, but it is important to find one that renders efficiently. We present Recursive Dominator Split (RDS), a polynomial-time algorithm that uses a cost model to find near-optimal partitions of arbitrarily complex shaders. Using a simulator, we analyze partitions for architectures with different resource constraints and show that RDS performs well on different graphics architectures. We also demonstrate that shader partitions computed by RDS can run efficiently on programmable graphics hardware available today.Item Development of Olfactory Display Using Solenoid Valves Controlled Atomization for High Concentration Scent Emission(The Eurographics Association, 2017) Ariyakul, Yossiri; Robert W. Lindeman and Gerd Bruder and Daisuke IwaiThis paper reports on the introduction of using atomization technique controlled by high-speed switching solenoid valves to present smells. Even though atomization has been widely used to release smells in commercial aroma diffusers, intensity of the released odor cannot be controlled. In this paper, the high speed ON/OFF switching of the solenoid valves enables the capability to control odor intensity precisely and rapidly and the atomization enables emission of high concentration odors compared with odors generated from natural evaporation method. The proposed olfactory display was evaluated by using an odor sensing system composed of a quartz crystal microbalance (QCM) gas sensor. As a result, the reproducibility and the capability to present high concentration odors with adjustable intensity of the proposed olfactory display were confirmed.Item Different Photogrammetric Approaches to 3D Survey of the Mausoleum of Romulus in Rome(The Eurographics Association, 2014) Adami, Andrea; Cerato, Ivana; d'Annibale, Enzo; Demetrescu, Emanuel; Ferdani, Daniele; Reinhard Klein and Pedro SantosIn recent years, digital photogrammetry has enjoyed a renewed approval in the field of Cultural Heritage. This is due both to the relative cheapness of the instruments (a high resolution camera, possibly a reflex with good lenses) and to new algorithms and software that simplified the use, perhaps at the expense of the necessary knowledge of its principles. The 3D survey of the Mausoleum of Romulus, along the Via Appia Antica, within the European project 3DICONS, provided the opportunity to test different photogrammetric techniques, with the aim to verify the results and to evaluate the positive and negative aspects. In particular two different approaches have been applied: spherical photogrammetry and dense image matching. The first technique is based on traditional photogrammetric principles, applied on panoramic images instead of frame images. The second one, the most recent and very widespread, is inspired by traditional photogrammetry and computer vision. In order to have a significant and correct comparison, a topographic support has been realized for the Mausoleum, to have all surveyed data in a single local reference system. The comparison has been made by using, as a reference, the point cloud acquired by laser scanner. In this paper, after a description of the funeral monument and its complexity, the two techniques will be described in order to investigate pros and cons, their algorithm and application fields. The acquisition and processing stage will be described in order to give all the necessary elements for the final judgement. At the end of the restitution and modelling process, the comparison will take into account many parameters: the scheme of image acquisition, the time required (on-site and in laboratory), the hardware (for data acquisition and post-processing), the results that can be obtained (2d and 3D representations with texture) and the metric accuracy achieved. Finally there will be some hints about different applications of these methods as concerning above all the visualization of data. For example, the exploration of the Mausoleum can be done through the navigation of bubbles, obtained by spherical photogrammetry.