Search Results

Now showing 1 - 9 of 9
  • Item
    Multimodal Early Raw Data Fusion for Environment Sensing in Automotive Applications
    (The Eurographics Association, 2022) Pederiva, Marcelo Eduardo; Martino, José Mario De; Zimmer, Alessandro; Sauvage, Basile; Hasic-Telalovic, Jasminka
    Autonomous Vehicles became every day closer to becoming a reality in ground transportation. Computational advancement has enabled powerful methods to process large amounts of data required to drive on streets safely. The fusion of multiple sensors presented in the vehicle allows building accurate world models to improve autonomous vehicles' navigation. Among the current techniques, the fusion of LIDAR, RADAR, and Camera data by Neural Networks has shown significant improvement in object detection and geometry and dynamic behavior estimation. Main methods propose using parallel networks to fuse the sensors' measurement, increasing complexity and demand for computational resources. The fusion of the data using a single neural network is still an open question and the project's main focus. The aim is to develop a single neural network architecture to fuse the three types of sensors and evaluate and compare the resulting approach with multi-neural network proposals.
  • Item
    Film Directing for Computer Games and Animation
    (The Eurographics Association and John Wiley & Sons Ltd., 2021) Ronfard, Rémi; Bühler, Katja and Rushmeier, Holly
    Over the last forty years, researchers in computer graphics have proposed a large variety of theoretical models and computer implementations of a virtual film director, capable of creating movies from minimal input such as a screenplay or storyboard. The underlying film directing techniques are also in high demand to assist and automate the generation of movies in computer games and animation. The goal of this survey is to characterize the spectrum of applications that require film directing, to present a historical and up-to-date summary of research in algorithmic film directing, and to identify promising avenues and hot topics for future research.
  • Item
    Bridging the Distance in Education: Design and Implementation of a Synchronous, Browser-Based VR Remote Teaching Tool
    (The Eurographics Association, 2024) Pehlic, Abdulmelik; Augsdörfer, Ursula; Sousa Santos, Beatriz; Anderson, Eike
    The rapid shift to remote education has presented numerous challenges for educators and students alike. Virtual Reality (VR) has emerged as a promising solution, offering immersive and interactive learning experiences. We design and implement a synchronous, browser-based VR teaching tool. The tool is compatible with budget VR equipment and enables meaningful engagement between teachers and students in a virtual setting, as well as active participation and interaction across a range of platforms, thus solving a range of disadvantages of current approaches.
  • Item
    Automatic Hierarchical Arrangement of Vector Designs
    (The Eurographics Association, 2021) Fisher, Matthew; Agarwal, Vineet; Beri, Tarun; Theisel, Holger and Wimmer, Michael
    We present a method that transforms an unstructured vector design into a logical hierarchy of groups of objects. Each group is a meaningful collection, formed by proximity in visual characteristics (like size, shape, color, etc.) and spatial location of objects and models the grouping principles designers use. We first simplify the input design by partially or completely flattening it and isolate duplicate geometries in the design (for example, repeating patterns due to copy and paste operations). Next we build the object containment hierarchy by assigning objects that are wholly enclosed inside the geometry of other objects as children of the enclosing parent. In the final clustering phase, we use agglomerative clustering to obtain a bottom-up hierarchical grouping of all objects by comparing and ranking all pairs of objects according to visual and spatial characteristics. Spatial proximity segregates far apart objects, but when they are identical (or near identical) designers generally prefer to keep (and edit) them together. To accommodate this, we detect near identical objects and group them together during clustering despite their spatial separation. We further restrict group formation so that z-order disturbances in the design keep the visual appearance unaffected for tightly-overlapping geometry. The generated organization is equivalent to the original design and the organization results are used to facilitate abstract navigation (hierarchical, lateral or near similar) and selections in the design. Our technique works well with a variety of input designs with commonly identifiable objects and structural patterns.
  • Item
    Procedural Bridges-and-pillars Support Generation
    (The Eurographics Association, 2022) Freire, Marco; Hornus, Samuel; Perchy, Salim; Lefebvre, Sylvain; Pelechano, Nuria; Vanderhaeghe, David
    Additive manufacturing requires support structures to fabricate parts with overhangs. In this paper, we revisit a known support structure based on bridges-and-pillars (see Figure 1). The support structures are made of vertical pillars supporting horizontal bridges. Their scaffolding structure makes them stable and reliable to print. However, the algorithm heuristic search does not scale well and is prone to produce contacts with the parts, leaving scars after removal. We propose a novel algorithm for this type of supports, focusing on avoiding unnecessary contacts with the part as much as possible. Our approach builds upon example-based model synthesis to enable early detection of collision-free passages as well as non-reachable regions.
  • Item
    Interactive Synthesis of 3D Geometries of Blood Vessels
    (The Eurographics Association, 2021) Rauch, Nikolaus; Harders, Matthias; Theisel, Holger and Wimmer, Michael
    In surgical training simulators, where various organ surfaces make up the majority of the scene, the visual appearance is highly dependent on the quality of the surface textures. Blood vessels are an important detail in this; they need to be incorporated into an organ's texture. Moreover, the actual blood vessel geometries also have to be part of the simulated surgical procedure itself, e.g. during cutting. Since the manual creation of vessel geometry or branching details on textures is highly tedious, an automatic synthesis technique capable of generating a wide range of blood vessel patterns is needed.We propose a new synthesis approach based on the space colonization algorithm. As extension, physiological constraints on the proliferation of branches are enforced to create realistic vascular structures. Our framework is capable of generating three-dimensional blood vessel networks in a matter of milliseconds, thus allowing a 3D modeller to tweak parameters in real-time to obtain a desired appearance.
  • Item
    Introduction to Computer Graphics: A Visual Interactive Approach
    (The Eurographics Association, 2022) Loscos, Celine; Bourdin, Jean-Jacques; Paquette, Eric
    Computer graphics is a difficult topic, requiring associating mathematics and programming skills. When initially taught at undergraduate levels, there are several factors which discourage students. First, programming a first computer graphics program requires a substantial initial framework which can be intimidating for many of them. Second, understanding and applying mathematical concepts is very often overwhelming. To counter this intimidating feeling, a new teaching approach was proposed in 2018 to 3rd year undergraduate computer science students. The course was split into two parts, theory and practice. The theoretical concepts were seen in class, with course handouts and table exercises resembling closely to traditional computer graphics learning. The originality of the course comes from a new way of practicing 3D programming. Practical labs were built upon the Unity game engine programming platform, adapted to match the theoretical concepts seen in classroom. Conclusions are drawn over 4 years of teaching this course. When taught using an accompanying easy-to-access graphics programming platform, computer graphics becomes a more attractive course for students with lower mathematics and programming skills. It is also very satisfactory for skillful students as it enables them to grab and master concepts quickly to reach interesting final lab achievements.
  • Item
    Virtual Creature Morphology - A Review
    (The Eurographics Association and John Wiley & Sons Ltd., 2021) Lai, Gorm; Leymarie, Frederic Fol; Latham, William; Arita, Takaya; Suzuki, Reiji; BĂĽhler, Katja and Rushmeier, Holly
    We present a review of methods for procedurally generating the morphology of virtual creatures. We include a range of methods, with the main groups being from ALife over art to video games. Even though at times these groups overlap, for clarity we have kept this distinction. By including the word virtual, we mean that we focus on methods for simulation in silico, and not physical robots. We also include a historical perspective, with information on methods such as cellular automata, L-systems and a focus on earlier pioneers in the field.
  • Item
    RePiX VR - Learning environment for the Rendering Pipeline in Virtual Reality
    (The Eurographics Association, 2022) Heinemann, Birte; Görzen, Sergej; Schroeder, Ulrik; Bourdin, Jean-Jacques; Paquette, Eric
    Virtual reality can be used to support computer graphics teaching, e.g. by offering the chance to illustrate 3D processes that are difficult to convey. This paper describes the development and first evaluations of RePiX VR a virtual reality tool for computer graphics education, which focuses on the teaching of fundamental concepts of the rendering pipeline and offers researchers the opportunity to study learning in VR by integrating learning analytics. For this, the tool itself is presented and the evaluation, which uses quantitative methods and learning analytics to show the effectiveness of the tool. The first evaluations show that even learners without prior knowledge can use the VR tool and learn the first basics of computer graphics.