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Now showing 1 - 10 of 78
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    NikVision: Desarrollo de Videojuegos basados en Interfaces Naturales
    (The Eurographics Association, 2008) Marco, J.; Cerezo, E.; Baldassarri, S.; Luis Matey and Juan Carlos Torres
    En este artículo se presenta una videoconsola experimental para niños basada en el uso de elementos tangibles. No requiere sofisticados elementos tecnológicos, instalaciones grandes o complejas, ni condiciones ambientales restrictivas. Se basa en aprovechar el proceso de desarrollo psicomotriz del niño, permitiéndole jugar con el ordenador igual que juega con el resto de sus juguetes no tecnológicos. Así mismo, se ha buscado una interacción "emocional" mediante el uso de un carácter virtual 3D que actúa como agente pedagógico. Basándose en la consola desarrollada, se están implementando y testeando una serie de juegos educativos que permitan profundizar y experimentar con las nuevas posibilidades de interacción natural y tangible con niños.
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    Light Field Rendering for Games
    (The Eurographics Association, 2008) Todt, S.; Rezk-Salama, C.; Kolb, A.; Ik Soo Lim and Wen Tang
    This paper studies the problem of integrating high-quality light field rendering into state-of-the-art real-time computer games. We present a complete production pipeline for generation of light fields from arbitrary complex 3D content using commercial 3D modeling software commonly used in the gaming industry. We show how recent advances in light field rendering techniques can be used to composite light fields with dynamic scene content. The results demonstrate the potential of light fields as a valuable extension to polygonal rendering techniques by employing accurate silhouette reconstruction and correct per-pixel depth values for scene composition. Level of detail techniques are applied to light fields to optimize rendering performance. Dynamic light field rendering is implemented to account for animation, deformation and varying lighting conditions.
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    Edición de Escenas 3D sobre OpenSceneGraph
    (The Eurographics Association, 2008) Zarzoso, Jesus; Ten, Maria; Torres, Jordi; Gaitan, Rafael; Lluch, Javier; Luis Matey and Juan Carlos Torres
    En este artículo, presentamos un sistema de edición y manipulación de objetos 3D multiplataforma y de código libre, programado sobre OpenSceneGraph. El sistema está compuesto por una librería, que permite la manipulación de los objetos mediante operaciones de traslación, rotación y escalado, y una aplicación de edición de escenas 3D basada en la librería, y desarrollada como una extensión de la plataforma Eclipse
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    Generation and Tessellation of Tree Stems
    (The Eurographics Association, 2008) Skjermo, Jo; Ik Soo Lim and Wen Tang
    When visualizing tree stems and branches for use in interactive applications, the polygon models resolution are usually as low as possible to achieve a high frame rate. Also, to ease animation and mesh generation, each branch of a tree model is often considered as a distinct mesh. However, by using a single watertight mesh for a tree, together with (GPU-based) tessellation, both the resolution and appearance of a tree can be greatly improved while maintaining a high frame rate. This paper presents concepts, ideas and early work on generating watertight polygon meshes of animated trees stems suitable for refinement and tessellation of such meshes.
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    IMPROVE: the experience from a FP6 EU project
    (The Eurographics Association, 2008) Witzel, Martin; Conti, Giuseppe; Amicis, Raffaele De; Vittorio Scarano and Rosario De Chiara and Ugo Erra
    This paper aims at introducing the results of the EU FP6 project IMPROVE to the Italian community showing the results and specifically those achieved by Graphitech within its context. The project aimed at delivering advanced visualization and interaction technologies in the field of design review. In terms of hardware the project has delivered innovative technologies for lightweight near-to-the-eye displays and for tiled stereoscopic large size displays. In terms of software technologies the project has delivered novel interaction paradigms which are suitable for such hardware. The achievements of IMPROVE have been integrated into a collaborative mixed reality product development environment, showcased and evaluated in two application scenarios: collaborative product design in the car industry and architectural design. Specifically a final user test for the automotive scenario was undertaken at Elasis, Naples which was one of IMPROVE partners.
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    NURBS-based Inverse Reflector Design
    (The Eurographics Association, 2008) Anson, Oscar; Seron, Francisco J.; Gutierrez, Diego; Luis Matey and Juan Carlos Torres
    Commonly used direct rendering techniques simulate light transport for a complete scene, specified in terms of light sources, geometry, materials, participating media, etc. On the other hand, inverse rendering problems take as input a desired light distribution and try to find the unknown parts of the scene needed to get such light field. The latter kind, where inverse reflector design is included, is traditionally solved by simulation optimization methods, due to the high complexity of the inverse problem. In this paper we present an inverse reflector design method which handles surfaces as NURBS and simulates accurately the light transport by means of a modified photon mapping algorithm. The proposed method is based on an optimization method, called pattern search, in order to compute the reflector needed to generate a target near light field. Some assumptions are determined in order to reduce the complexity of the problem, such as a rotationally symmetric reflector or its perfectly specular reflective behavior. The optimization method specifies the reflector shape by handling a NURBS curve as a generatrix, sequentially modifying the position and weights of its control points in order to obtain the reflector solution. Areas of applications of inverse reflector design span from architectural lighting design to car headlamps design
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    Contouring with Uncertainty
    (The Eurographics Association, 2008) Osorio, R. S. Allendes; Brodlie, K. W.; Ik Soo Lim and Wen Tang
    The visualization of uncertainty remains one of the major challenges for the visualization community. To achieve this, we need to understand and develop methods that allow us not only to consider uncertainty as an extra variable within the visualization process, but to treat it as an integral part. In this paper, we take contouring, one of the most widely used visualization techniques for two dimensional data, and focus on extending the concept of contouring to uncertainty. We develop special techniques for the visualization of uncertain contours. We illustrate the work through application to a case study in oceanography.
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    A Survey on Exploiting Grids for Ray Tracing
    (The Eurographics Association, 2008) Cosenza, Biagio; Vittorio Scarano and Rosario De Chiara and Ugo Erra
    Grid is one of the first data structure introduced at the very beginning of computer graphics. Grids are used in several applications of computer graphics, especially in rendering algorithms. Lately, in ray tracing dynamic scenes, grid has received attention for its appealing linear time building time. In this paper, we aim to survey several aspects behind the use of grids in ray tracing. In particular we investigate grid traversal algorithms, building techniques and several approaches for hierarchical grids.
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    Localised Topology Correction for Hypertextured Terrains
    (The Eurographics Association, 2008) Gamito, Manuel N.; Maddock, Steve C.; Ik Soo Lim and Wen Tang
    Terrains for computer graphics have traditionally been modelled with height fields. In the case of procedurally defined terrains, the height field is generated by a displacement map z
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    Towards Image Rendering using models of Image Manifolds
    (The Eurographics Association, 2008) Woodland, A.; Labrosse, F.; Ik Soo Lim and Wen Tang
    Building computer representations of real objects, which could be archaeological artifacts or planned buildings, is a very active research area. Typically objects are represented in computer memory as a collection of geometric primitives. In this paper we build on the concept of Image Manifolds, which we model in image space. This enables us to model the appearance of an object essentially as a collection of images. We discuss one possible approach to modelling image manifolds, which uses partial differential equations.