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Now showing 1 - 4 of 4
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    What can Computer Graphics expect from 3D Computer Vision?
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Sara, Radim
    Computer Vision is a discipline whose ultimate goal is to interpret optical images of real scenes. It is well understood that such a problem is cursed by ambiguity of interpretation and uncertainty of evidence. Despite imperfectness of results due to the scenes never following our prior models exactly, Computer Vision has achieved a significant progress in the past two decades.This talk will outline the quest of 3D Computer Vision by describing a processing pipeline that receives a heap of unorganized images from unknown cameras and produces a consistent 3D geometric model together with camera calibrations. We will see how new algorithms allow the standard conception of the pipeline as a series of independent processing steps gradually transform to a single complex, yet efficient vision task. We will identify some points where linking Computer Vision and Computer Graphics would bring significant progress.
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    Reverse Engineering Nature
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Jensen, Henrik Wann
    Why is the sky blue? Why is grass green? What determines the color of human skin? Questions such as these are increasingly important in the development of the next generation algorithms for appearancemodeling in computer graphics. By closely simulating the natural world around us we can develop algorithms that are useful in areas not traditionally connected with computer graphics. An example could be the ability to predict the color of human skin in the presence of certain diseases.In this talk, I will describe some of our recentwork in simulating the appearance of materials such as human skin, milk, and ice. This includes new research for predicting the appearance of materials based on their molecular structure in order to answer the question: what will it look like if I mix these molecules together ?
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    Serious Games: Broadening Games Impact Beyond Entertainment
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Sawyer, Ben
    Computer and videogames for many years has been an island of technology and design innovation largely left to itself as it morphed from a cottage business into a global media and software industry. While there have been pockets of derivative activity related to games and game technology only in the last half-dozen years has there been a real movement toward exploiting this industry in many new and exciting ways.Today the general use of games and game technologies for purposes beyond entertainment is collectively referred to as serious games. The Serious Games Initiative was formed in 2002 and since its inception has been among a number of critical efforts that has helped open up the world and many disciplines to the ideas and innovations that may be sourced from the commercial, independent, and academic game fields. This has been a person-by-person, project-by-project effort that not only has informed us about the potential of games but also in how you merge innovation and innovators from one discipline with those in another.In this talk we will explore the total gamut of the serious games field identifying past the obvious how games and game technologies are being applied to problems in a wide array of areas including healthcare, productivity, visualization, science, and of course training and education. Once a proper definition of serious games is established the talk will focus on the current state of the field as it relates to research and infrastructure issues that are needed to make the difference between seeing serious games take hold as a major new practice or having it devolve into another trend of the moment lost to history.
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    Self-Similarity-Based Compression of Point Clouds, with Application to Ray Tracing
    (The Eurographics Association, 2007) Hubo, Erik; Mertens, Tom; Haber, Tom; Bekaert, Philippe; M. Botsch and R. Pajarola and B. Chen and M. Zwicker
    Many real-world, scanned surfaces contain repetitive structures, like bumps, ridges, creases, and so on.We present a compression technique that exploits self-similarity within a point-sampled surface. Our method replaces similar surface patches with an instance of a representative patch. We use a concise shape descriptor to identify and cluster similar patches. Decoding is achieved through simple instancing of the representative patches. Encoding is efficient, and can be applied to large datasets consisting of millions of points. Moreover, our technique offers random access to the compressed data, making it applicable to ray tracing, and easily allows for storing additional point attributes, like normals.