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Now showing 1 - 10 of 102
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    A Survey of Haptic Rendering Techniques
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Laycock, S.D.; Day, A.M.
    Computer Graphics technologies have developed considerably over the past decades. Realistic virtual environments can be produced incorporating complex geometry for graphical objects and utilising hardware acceleration for per pixel effects. To enhance these environments, in terms of the immersive experience perceived by users, the human s sense of touch, or haptic system, can be exploited. To this end haptic feedback devices capable of exerting forces on the user are incorporated. The process of determining a reaction force for a given position of the haptic device is known as haptic rendering. For over a decade users have been able to interact with a virtual environment with a haptic device. This paper focuses on the haptic rendering algorithms which have been developed to compute forces as users manipulate the haptic device in the virtual environment.
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    ShaderX by Wolfgang Engel
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Callieri, M.
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    Editorial
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Duke, David; Scopigno, Roberto
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    Siggraph 2006 Boston, Massachusetts, 30th July-3rd August 2006
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Laycock, R.G.; Laycock, S.D.; Ryder, G.; Day, A.M.
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    Young Researcher Award 2007
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Botsch, Mario
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    Teaching, Exploring, Learning-Developing Tutorials for In-Class Teaching and Self-Learning
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Beckhaus, S.; Blom, K. J.
    This paper presents an experience report on a novel approach for a course on intermediate and advanced computer graphics topics. The approach uses Teachlet Tutorials, a combination of traditional seminar-type teaching with interactive exploration of the content by the audience, plus development of self-contained tutorials on the topic. In addition to a presentation, an interactive software tool is developed by the students to assist the audience in learning and exploring the topic s details. This process is guided through set tasks. The resulting course material is developed for two different contexts: (a) for classroom presentation and (b) as an interactive, self-contained, self-learning tutorial. The overall approach results in a more thorough understanding of the topic both for the student teachers as well as for the class participants. In addition to detailing the Teachlet Tutorial approach, this paper presents our experiences implementing the approach in our Advanced Computer Graphics course and presents the resultant projects. Most of the final Teachlet Tutorials were surprisingly good and we had excellent feedback from the students on the approach and course.
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    A Method for Constructing Interpolatory Subdivision Schemes and Blending Subdivisions
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Li, G.; Ma, W.
    This paper presents a universal method for constructing interpolatory subdivision schemes from known approximatory subdivisions. The method establishes geometric rules of the associated interpolatory subdivision through addition of further weighted averaging operations to the approximatory subdivision. The paper thus provides a novel approach for designing new interpolatory subdivision schemes. In addition, a family of subdivision surfaces varying from the given approximatory scheme to its associated interpolatory scheme, namely the blending subdivisions, can also be established. Based on the proposed method, variants of several known interpolatory subdivision schemes are constructed. A new interpolatory subdivision scheme is also developed using the same technique. Brief analysis of a family of blending subdivisions associated with the Loop subdivision scheme demonstrates that this particular family of subdivisions are globally C1 continuous while maintaining bounded curvature for regular meshes. As a further extension of the blending subdivisions, a volume-preserving subdivision strategy is also proposed in the paper.
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    On Exact Error Bounds for View-Dependent Simplification
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Eisemann, E.; Decoret, X.
    In this article we present an analytical closed-form expression to ensure exact error bounds for view-dependent simplification which is of importance for several algorithms. The present work contains proofs and solutions for the general 2D case and particular 3D cases.Most preceding works rely on coarse heuristics, that might fail and/or restrict movements or object representations. We introduce the notion of validity regions as the complete set of possible simplifications respecting a given error bound between the object and its simplification. The approach handles arbitrary polygonal viewcells which allow for free movement in the interior. We show how to compute these regions for mesh points and faces. Since the validity region of a face accounts for all its points, properties like silhouette preservation and textures are gracefully handled. This is not the case if the error is controlled only at the face s vertices or edges.
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    Boundary Constrained Swept Surfaces for Modelling and Animation
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) You, L. H.; Yang, X. S.; Pachulski, M.; Zhang, Jian J.
    Due to their simplicity and intuitiveness, swept surfaces are widely used in many surface modelling applications. In this paper, we present a versatile swept surface technique called the boundary constrained swept surfaces. The most distinct feature is its ability to satisfy boundary constraints, including the shape and tangent conditions at the boundaries of a swept surface. This permits significantly varying surfaces to be both modelled and smoothly assembled, leading to the construction of complex objects. The representation, similar to an ordinary swept surface, is analytical in nature and thus it is light in storage cost and numerically very stable to compute. We also introduce a number of useful shape manipulation tools, such as sculpting forces, to deform a surface both locally and globally. In addition to being a complementary method to the mainstream surface modelling and deformation techniques, we have found it very effective in automatically rebuilding existing complex models. Model reconstruction is arguably one of the most laborious and expensive tasks in modelling complex animated characters. We demonstrate how our technique can be used to automate this process.
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    What can Computer Graphics expect from 3D Computer Vision?
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Sara, Radim
    Computer Vision is a discipline whose ultimate goal is to interpret optical images of real scenes. It is well understood that such a problem is cursed by ambiguity of interpretation and uncertainty of evidence. Despite imperfectness of results due to the scenes never following our prior models exactly, Computer Vision has achieved a significant progress in the past two decades.This talk will outline the quest of 3D Computer Vision by describing a processing pipeline that receives a heap of unorganized images from unknown cameras and produces a consistent 3D geometric model together with camera calibrations. We will see how new algorithms allow the standard conception of the pipeline as a series of independent processing steps gradually transform to a single complex, yet efficient vision task. We will identify some points where linking Computer Vision and Computer Graphics would bring significant progress.