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Now showing 1 - 10 of 1380
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    Interactive Projective Texturing for Non-Photorealistic Shading of Technical 3D Models
    (The Eurographics Association, 2013) Lux, Roland; Trapp, Matthias; Semmo, Amir; Döllner, Jürgen; Silvester Czanner and Wen Tang
    This paper presents a novel interactive rendering technique for creating and editing shadings for man-made objects in technical 3D visualizations. In contrast to shading approaches that use intensities computed based on surface normals (e.g., Phong, Gooch, Toon shading), the presented approach uses one-dimensional gradient textures, which can be parametrized and interactively manipulated based on per-object bounding volume approximations. The fully hardware-accelerated rendering technique is based on projective texture mapping and customizable intensity transfer functions. A provided performance evaluation shows comparable results to traditional normal-based shading approaches. The work also introduce simple direct-manipulation metaphors that enables interactive user control of the gradient texture alignment and intensity transfer functions.
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    Multi-modal Digitalization of Cultural Heritage Artifacts
    (The Eurographics Association, 2014) Stanco, Filippo; Gallo, Giovanni; Cannata, Giovanna; Lombardo, Marcella; Andrea Giachetti
    Objects made of different media, paintings, marbles, clay and wooden objects, textiles etc., form the historical collections of most of the middle to medium sized Museums in Italy. This variety poses difficult challenges to these institutions when they face the digitalization of part of their patrimony. This paper provides a report of an ongoing inter-disciplinary experimental program for a digitalization effort to be carried out by one of such institution. Through the discussion of the digitalization of different objects obtained with the use and integration of different techniques we illustrate some of the lessons learned in transferring to the final intended users the graphical tools and the know-how previously acquired in a research laboratory.
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    A context-aware immersive interface for teleoperation of mobile robots
    (The Eurographics Association, 2020) Quintas, João; Almeida, Luís; Sousa, Elísio; Menezes, Paulo; Dias, Paulo and Menezes, Paulo
    In this paper we present a context-aware immersive teleoperation interface to assist operators during navigation tasks. This new interface strategy aims to address the problems associated with mental overload, often experienced by operators of teleoperated devices. Our approach simplifies the high complexity of information displayed in control rooms. Our approach includes a context-based human-robot interaction framework that detects relevant information and automatically adapts the displayed interface in virtual windshield. Results showed that the proposed approach enhances user immersion while maximizes task performances and minimizes the operator physical and cognitive workload.
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    CEIG 2024: Frontmatter
    (The Eurographics Association, 2024) Marco, Julio; Patow, Gustavo; Marco, Julio; Patow, Gustavo
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    Enhancing Medical Diagnosis and Treatment Planning through Automated Acquisition and Classification of Bone Fracture Patterns
    (The Eurographics Association, 2024) Pérez-Cano, Francisco Daniel; Parra-Cabrera, Gema; Camacho-García, Rubén; Jiménez, Juan José; Marco, Julio; Patow, Gustavo
    The extraction of the main features of a fractured bone area enables subsequent virtual reproduction for bone simulations. Exploring the fracture zone for other applications remains largely unexplored in current research. Recreating and analyzing fracture patterns has direct applications in medical training programs for traumatologists, automatic bone fracture reduction algorithms, and diagnostics. Furthermore, pattern classification aids in establishing treatment guidelines that specialists can follow during the surgical process. This paper focuses on the process of obtaining an accurate representation of bone fractures, starting with computed tomography scans, and subsequently classifying these patterns using a convolutional neural network. The proposed methodology aims to streamline the extraction and classification of fractures from clinical cases, contributing to enhanced diagnosis and medical simulation applications.
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    Real-time Inextensible Hair with Volume and Shape
    (The Eurographics Association, 2015) Sánchez-Banderas, Rosa María; Barreiro, Héctor; García-Fernández, Ignacio; Pérez, Mariano; Mateu Sbert and Jorge Lopez-Moreno
    Hair simulation is a common topic extensively studied in computer graphics. One of the many challenges in this field is simulating realistic hair in a real-time environment. In this paper, we propose a unified simulation scheme to consider three of the key features in hair simulation; inextensibility, shape preservation and hair-hair interaction. We use an extension to the Dynamic Follow the Leader (DFTL) method to include shape preservation. Our implementation is also coupled with a Lagrangian approach to address the hair-hair interaction dynamics. A GPU-friendly scheme is proposed that is able to exploit the massive parallelism these devices offer, being able to simulate thousands of strands in real-time. The method has been integrated in a game development platform with a shading model for rendering and several test applications have been developed using this implementation.
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    Hardware de Visualização orientado para X Windows
    (The Eurographics Association, 2023) Pereira, J. Paulo; Costa, A. Cardoso; Ferreira, F. Nunes; José Teixeira
    O "X Window System" é um dos vários sistemas de gestão de janelas disponíveis actualmente, tendo a seu favor o facto de ser suportado por um instituto de renome mundial (MIT) e por alguns fabricantes de primeiro plano (DEC, SUN, etc), de ser um sistema aberto e de permitir a implementação de terminais gráficos compatíveis, com relativa facilidade. Embora não tão "inteligente" quanto o NeWS (enquanto que o X envia comados gráficos para os terminais, o NeWS envia programas POSTSCRIPT, logo com maior compressão e funcionalidade}, tornou-se um standard de facto. A arquitectura gráfica por nós projectada é muito poderosa e foi orientada para permitir uma implementação fácil e eficiente de um servidor de X. Estes objectivos foram conseguidos através da escolha criteriosa do processador gráfico que melhor servisse os nossos objectivos, o que conduziu a um estudo comparativo de alguns de entre os dispositivos deste tipo comercialmente disponíveis.
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    Recreational Motion Simulation: A New Frontier for Virtual Worlds Research
    (The Eurographics Association, 2021) Williams, Benjamin; Headleand, Christopher J.; Xu, Kai and Turner, Martin
    Motion simulation is a developing field which continues to grow with the recent incline in commercial virtual reality. Whilst the majority of motion simulation research focuses on flight simulation and training, its utility in recreational settings is often overlooked. Despite this lack of research, the use of motion simulators for recreational purposes spans decades, and is still today one of the most popular applications of motion simulator devices. Furthermore, with the recent development of low-cost motion simulation platforms, consumers have begun to use these devices in the home. Research regarding motion simulation and its effects in recreational experiences is needed now more than ever, and in this position paper we outline several reasons for its importance.
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    Automatic Generation of Synthetic Retinal Fundus Images
    (The Eurographics Association, 2014) Fiorini, S.; Biasi, M. De; Ballerini, L.; Trucco, E.; Ruggeri, A.; Andrea Giachetti
    This study aims to generate synthetic and realistic retinal fundus colour images, similar in characteristics to a given dataset, as well as the values of all morphological parameters. A representative task could be, for example, the synthesis of a retinal image with the corresponding vessel tree and optic nerve head binary map, measurement of vessel width in any position, fovea localisation and so on. The presented paper describes the techniques developed for the generation of both vascular and non-vascular regions (i.e. retinal background, fovea and optic disc). To synthesise convincing retinal backgrounds and foveae, a patch-based algorithm has been developed; model-based texture synthesis techniques have also been implemented for the generation of realistic optic discs and vessel networks. The validity of our synthetic retinal images has been demonstrated by visual inspection and quantitative experiments.
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    Real-Time Rendering of Molecular Dynamics Simulation Data: A Tutorial
    (The Eurographics Association, 2017) Alharbi, Naif; Chavent, Matthieu; Laramee, Robert S.; Tao Ruan Wan and Franck Vidal
    Achieving real-time molecular dynamics rendering is a challenge, especially when the rendering requires intensive computation involving a large simulation data-set. The task becomes even more challenging when the size of the data is too large to fit into random access memory (RAM) and the final imagery depends on the input and output (I/O) performance. The large data size and the complex computation processing per frame pose a number of challenges. i.e. the I/O performance bottleneck, the computational processing performance costs, and the fast rendering challenge. Handling these challenges separately consumes a significant portion of the total processing time which may result in low frame rates. We address these challenges by proposing an approach utilizing advanced memory management and bridging the Open Computing Language (OpenCL) and Open Graphics Library (OpenGL) drivers to optimize the final rendering frame rate. We illustrate the concept of the memory mapping technique and the hybrid OpenCL and OpenGL combination through a real molecular dynamics simulation example. The simulation data-set specifies the evolution of 336,260 particles over 1981 time steps occupying 8 Gigabyte of memory. The dynamics of the system including the lipid-protein interactions can be rendered at up to 40 FPS.