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Item Haptic Simulation, Perception and Manipulation of Deformable Objects(The Eurographics Association, 2007) Magnenat-Thalmann, Nadia; Volino, Pascal; Bonanni, Ugo; Summers, Ian R.; Brady, A. C.; Qu, J.; Allerkamp, D.; Fontana, M.; Tarri, F.; Salsedo, F.; Bergamasco, Massimo; Karol Myszkowski and Vlastimil HavranThis tutorial addresses haptic simulation, perception and manipulation of complex deformable objects in virtual environments (VE). We first introduce HAPTEX, a research project dealing with haptic simulation and perception of textiles in VEs. Then, we present state-of-the-art techniques concerning haptic simulation and rendering, ranging from physically based modelling to control issues of tactile arrays and force-feedback devices. In the section on cloth simulation for haptic systems we describe techniques for simulating textiles adapted to the specific context of haptic applications. The section concerning tactile aspects of virtual objects shows how arrays of contactors on the skin can be used to provide appropriate spatiotemporal patterns of mechanical excitation to the underlying mechanoreceptors. Finally, the last section addresses the problem of developing suitable force feedback technologies for the realistic haptic rendering of the physical interaction with deformable objects, addressing the design of novel force feedback systems, innovative concepts for curvature simulation and control algorithms for accuracy improvement.Item High Dynamic Range Techniques in Graphics: from Acquisition to Display(The Eurographics Association, 2005) Goesele, Michael; Heidrich, Wolfgang; Höfflinger, Bernd; Krawczyk, Grzegorz; Myszkowski, Karol; Trentacoste, Matthew; Ming Lin and Celine LoscosThis course is motivated by tremendous progress in the development and accessibility of high dynamic range technology (HDR) that happened just recently, which creates many interesting opportunities and challenges in graphics. The course presents a complete pipeline for HDR image and video processing from acquisition, through compression and quality evaluation, to display. Also, successful examples of the use of HDR technology in research setups and industrial applications are provided. Whenever needed relevant background information on human perception is given which enables better understanding of the design choices behind the discussed algorithms and HDR equipment.Item Efficient Sorting and Searching in Rendering Algorithms(The Eurographics Association, 2006) Havran, Vlastimil; Bittner, Jiri; Nadia Magnenat-Thalmann and Katja BühlerIn the proposed tutorial we would like to highlight the connection between rendering algorithms and sorting and searching as classical problems studied in computer science. We will provide both theoretical and empirical evidence that for many rendering techniques most time is spent by sorting and searching. In particular we will discuss problems and solutions for visibility computation, density estimation, and importance sampling. For each problem we mention its specific issues such as dimensionality of the search domain or online versus offline searching. We will present the underlying data structures and their enhancements in the context of specific rendering algorithms such as ray shooting, photon mapping, and hidden surface removal.Item HOPI: A Novel High Order Parametric Interpolation in 2D(The Eurographics Association, 2006) Xu, Jia; Huang, Zhiyong; Dieter Fellner and Charles HansenThis paper presents a novel smooth and convergent high order parametric interpolation method called HOPI with a formal treatment. It employs high order derivatives information and provides more freedom on control of curves. It can be applied to shape design and analysis using curves. This paper reports the work in 2D.Item Multimodal Interfaces: an Introduction to ENACTIVE systems(The Eurographics Association, 2005) Bergamasco, Massimo; Ming Lin and Celine LoscosEnactive Interfaces are related to a fundamental "interaction" concept which is not exploited by most of the existing human-computer interface technologies. The traditional interaction with the information mediated by a computer is mostly based on symbolic or iconic knowledge, and not on enactive knowledge. While in the symbolic way of learning knowledge is stored as words, mathematical symbols or other symbol systems, in the iconic stage knowledge is stored in the form of visual images, such as diagrams and illustrations that can accompany verbal information. On the other hand, enactive knowledge is a form of knowledge based on the active use of the hand for apprehension tasks. Enactive knowledge is not simply multisensory mediated knowledge, but knowledge stored in the form of motor responses and acquired by the act of "doing". A typical example of enactive knowledge is constituted by the competence required by tasks such as typing, driving a car, dancing, playing a musical instrument, modelling objects from clay, which would be difficult to describe in an iconic or symbolic form. This type of knowledge transmission can be considered the most direct, in the sense that it is natural and intuitive, since it is based on the experience and on the perceptual responses to motor acts.Item Fast Body-Cloth simulation with moving humanoids(The Eurographics Association, 2005) Rodriguez-Navarro, Javier; Sainz, Miguel; Susin, Antonio; John Dingliana and Fabio GanovelliIn this paper we present a very fast method for body-cloth animation. The usual bottle-neck in cloth simulation performance is collision detection, which becomes more difficult to solve when a complex geometry, like a human body, is involved. Recent image based methods, that use depth images to detect collisions, usually relays on CPU for collision correction. In our work we implement a GPU based simulation that takes care both of cloth simulation and body-cloth collisions when the humanoid is moving. Our solution is based on a hierarchic depth map structure. A high frame rate is obtained with both structured and unstructured cloth meshes with thousands of particles.Item Inverse Kinematics and Kinetics for Virtual Humanoids(The Eurographics Association, 2007) Boulic, Ronan; Kulpa, Richard; Karol Myszkowski and Vlastimil HavranThe present tutorial deals with the use of inverse kinematics and kinetics for postural adaptations of virtual hu- manoids to different kind of constraints. It first proposes an overview of the problematic of this thematic and then of the existing techniques. Then it technically describes two key approaches: the prioritized inverse kinematics for accurate and realistic adaptation and a CCD-like algorithm based on groups for fast and realistic adaptation of hundreds of characters in real-time.Item Capturing Reflectance - From Theory to Practice(The Eurographics Association, 2007) Lensch, Hendrik P. A.; Goesele, Michael; M¨uller, Gero; Karol Myszkowski and Vlastimil HavranOne important problem in photorealistic or predictive rendering nowadays is to realistically model the light interaction with objects. Measurements can capture the reflection properties of real world surface, i.e., they are one way of obtaining realistic reflection properties. For arbitrary (non-fluorescent, non-phosphorescent) materials, the reflection properties can be described by the 8D reflectance field of the surface, also called BSSRDF. Since densely sampling an 8D function is currently not practical various acquisition methods have been proposed which reduce the number of dimensions by restricting the viewing or relighting capabilities of the captured data sets. In this tutorial we will mainly focus on three different approaches, the first allowing to reconstruct opaque surfaces from a very small set of input images, the second allows for arbitrary surfaces but under the assumption of distant light sources and the last which allows for relighting an arbitrary scene with arbitrary spatially varying light patterns. After a short introduction explaining some fundamental concepts regarding measuring and representing reflection properties, the basics of data acquisition with photographs will be addressed. The tutorial present the set of current state-of-the art algorithms for acquiring and modeling 3D objects. The tutorial investigates the strengths and limitations of each technique and sorts them by their complexity with regard to acquisition costs. Besides describing the theoretical contributions we will furthermore point out the practical issues when acquiring reflectance fields in order to help interested users to build and implement their own acquisition setup.Item Transparent and Specular Object Reconstruction(The Eurographics Association, 2008) Ihrke, Ivo; Kutulakos, Kiriakos N.; Lensch, Hendrik P. A.; Magnor, Marcus; Heidrich, Wolfgang; Theoharis Theoharis and Philip DutreThis state of the art report covers reconstruction methods for transparent and specular objects or phenomena. While the 3D acquisition of opaque surfaces with lambertian reflectance is a well-studied problem, transparent, refractive, specular and potentially dynamic scenes pose challenging problems for acquisition systems. This report reviews and categorizes the literature in this field. Despite tremendous interest in object digitization, the acquisition of digital models of transparent or specular objects is far from being a solved problem. On the other hand, real-world data is in high demand for applications such as object modeling, preservation of historic artifacts and as input to data driven modeling techniques. With this report we aim at providing a reference for and an introduction to the field of transparent and specular object reconstruction. We describe acquisition approaches for different classes of objects. Transparent objects/phenomena that do not change the straight ray geometry can be found foremost in natural phenomena. Refraction effects are usually small and can be considered negligible for these objects. Phenomena as diverse as fire, smoke, and interstellar nebulae can be modeled using a straight ray model of image formation. Refractive and specular surfaces on the other hand change the straight rays into usually piecewise linear ray paths, adding additional complexity to the reconstruction problem. Translucent objects exhibit significant sub-surface scattering effects rendering traditional acquisition approaches unstable. Different classes of techniques have been developed to deal with these problems and good reconstruction results can be achieved with current state-of-the-art techniques. However, the approaches are still specialized and targeted at very specific object classes. We classify the existing literature and hope to provide an entry point to this exiting field.Item Function-based Shape Modeling Framework in Multilevel Education(The Eurographics Association, 2005) Pasko, A.; Adzhiev, V.; Goto, Y.; Vilbrandt, C.; Jean-Jacques Bourdin and Hugh McCabeWe describe how an approach to the development of a shape modeling and visualization framework based on the rapidly progressing function representation can be used in education. The modeling language and software tools are being developed within an international HyperFun Project. We applied the theoretical framework and software tools on different levels of education starting from elementary schools to doctoral thesis research in various areas related to mathematics, computer graphics, programming languages, artistic design and animation. We illustrate the presented approach by the practical experience examples from different educational institutions and countries