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Item A context-aware immersive interface for teleoperation of mobile robots(The Eurographics Association, 2020) Quintas, João; Almeida, LuÃs; Sousa, ElÃsio; Menezes, Paulo; Dias, Paulo and Menezes, PauloIn 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.Item CEIG 2024: Frontmatter(The Eurographics Association, 2024) Marco, Julio; Patow, Gustavo; Marco, Julio; Patow, GustavoItem 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-GarcÃa, Rubén; Jiménez, Juan José; Marco, Julio; Patow, GustavoThe 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.Item Real-time Inextensible Hair with Volume and Shape(The Eurographics Association, 2015) Sánchez-Banderas, Rosa MarÃa; Barreiro, Héctor; GarcÃa-Fernández, Ignacio; Pérez, Mariano; Mateu Sbert and Jorge Lopez-MorenoHair 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.Item Hardware de Visualização orientado para X Windows(The Eurographics Association, 2023) Pereira, J. Paulo; Costa, A. Cardoso; Ferreira, F. Nunes; José TeixeiraO "X Window System" é um dos vários sistemas de gestão de janelas disponÃveis 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 compatÃveis, 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 disponÃveis.Item Recreational Motion Simulation: A New Frontier for Virtual Worlds Research(The Eurographics Association, 2021) Williams, Benjamin; Headleand, Christopher J.; Xu, Kai and Turner, MartinMotion 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.Item 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 VidalAchieving 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.Item Tracking the Evolution of Rainfall Precipitation Fields Using Persistent Maxima(The Eurographics Association, 2016) Biasotti, Silvia; Cerri, Andrea; Pittaluga, Simone; Sobrero, Davide; Spagnuolo, Michela; Giovanni Pintore and Filippo StancoIn this paper we propose a novel methodology for tracking the maxima of rainfall precipitation fields, whose changes in time may give interesting insights on the evolution of storm. Our approach is based on a topological analysis of rainfall data allowing for the extraction of the most prominent, and hence meaningful, rainfall field maxima. Then, an ad-hoc bottleneck matching is used to track the evolution of maxima along multiple time instances. The potential of our method is exhibited through a set of experiments carried out on a collection of observed punctual rainfall data and radar measurements provided by Genova municipality and Regione Liguria.Item Faces – Biblioteca de Expressões Faciais(The Eurographics Association, 2021) Faustino, Janete; Cláudio, Ana Paula; Carmo, Maria Beatriz; Chambel, Teresa and Nunes, Nuno and Romao, Teresa and Creissac Campos, JoséA utilização de humanos virtuais inteligentes tem vindo a tornar-se habitual em diversos contextos que combinam contribuições de várias disciplinas, nomeadamente, da Computação Gráfica, da Inteligência Artificial e das Ciências Sociais. A capacidade de transmitir emoções é de fundamental importância para tornar credÃvel a inteligência de um humano virtual. Neste artigo apresenta-se uma biblioteca gráfica de expressões faciais que define um conjunto básico de expressões e é parte integrante de uma plataforma destinada a gerar ambientes virtuais habitados por humanos virtuais inteligentes.Item A Virtual Collaborative Learning Environment(The Eurographics Association, 2022) Ficheman, Irene Karaguilla; Lopes, Roseli de Deus; Krüger, Susana Ester; Xavier Pueyo; Manuel Próspero dos Santos; Luiz VelhoThis paper presents a virtual learning environment developed for music education and includes both individual and collaborative interactive environments. This learning environment is a music composition edutainment software, which is being developed in collaboration between the University of São Paulo, Laboratório de Sistemas Integráveis (LSI) da Escola Politécnica da Universidade de São Paulo (USP) and the São Paulo State Orchestra, Coordenadoria de Programas Educacionais da Orquestra Sinfónica do Estado de São Paulo (OSESP). Recent research in music education as well as new computer and telecommunication technologies are being applied in arder to offer creative virtual learning environments to the students and offer pedagogical toais to the teachers.