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Now showing 1 - 10 of 151
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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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    High Resolution Medical 3D Data Sets on Mobile Devices and WebGL
    (The Eurographics Association, 2012) Jimenez, Juan-Roberto; Noguera, Jose Maria; Isabel Navazo and Gustavo Patow
    Nowadays, mobile devices and the web are being used to deliver 3D graphics to mass users. However, applications such as visualization of high resolution medical models are still impossible to handle in such platforms due to texture limitations, mainly the lack of 3D texture support. In this paper we propose a software architecture and a novel texture storage technique that overcome these limitations. In addition, our proposal allows us to adapt existing direct volume rendering techniques based on 3D textures to mobile devices and WebGL. Our experiments demonstrate the feasibility and validity of our proposal to render high resolution volumetric models on both platforms.
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    BRDFLab: A general system for designing BRDFs
    (The Eurographics Association, 2009) Forés, Adrià; Pattanaik, Sumanta N.; Bosch, Carles; Pueyo, Xavier; Carlos Andujar and Javier Lluch
    This paper introduces a novel system for interactive modeling and designing of arbitrary BRDFs. The system is able to deal with BRDFs defined in a variety of forms, such as analytical models, measured data or data obtained by simulation. The system also allows designing BRDFs from scratch using a combination of different analytical lobes. Using the programmable graphics hardware, it then performs interactive display of the designed BRDF, and its rendering on objects lit by complex illumination. The system also allows the fitting of an input BRDF defined in any form to our analytical lobe combination, so that it can be efficiently evaluated with GPU based rendering. The idea behind this work is to make available a general system for designing, fitting and rendering BRDFs, that is intuitive and interactive in nature. We plan to use this as a tool for simulation and modeling of complex physically-based BRDFs, and thus provide access to a larger variety of material models to the rendering community.
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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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    Surfel Octrees: A New Scheme for Interactive Inspection of Anatomy Atlases in Client-Server Applications
    (The Eurographics Association, 2015) Surinyac, Jordi; Brunet, Pere; Mateu Sbert and Jorge Lopez-Moreno
    Nowadays, an increasing interest on tele-medicine and tele-diagnostic solutions can be observed, with client/server architectures for remote inspection of volume image-based medical data which are becoming more and more popular. The use of portable devices is gradually spreading due to their portability and easy maintenance. In this paper, we present an efficient data model for segmented volume models based on a hierarchical data structure of surfels per anatomical structure. Surfel Octrees are compact enough for transmission through networks with limited bandwidth, and provide good visual quality in the client devices at a limited footprint. Anatomy atlases are represented as octree forests, supporting local interaction in the client device and selection of groups of medical organs. After presenting the octree generation and interaction algorithms, we present several examples and discuss the interest of the proposed approach in low-end devices such as mobiles and tablets.
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    Non-rigid 3D Faces Registration using Geodesic Distance Maps
    (The Eurographics Association, 2012) Gurguí, T.; Poveda, F.; Martí, E.; Isabel Navazo and Gustavo Patow
    3D facial mesh registration is a key step in 3D facial analisys. This process calculates a mapping between faces in order to put in correspondence each point of both faces. In this poster we introduce a new approach for 3D face registration based in geodesical distances and 2D non-rigid registration.
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    GPU Visualization and Voxelization of Yarn-Level Cloth
    (The Eurographics Association, 2014) Lopez-Moreno, Jorge; Cirio, Gabriel; Miraut, David; Otaduy, Miguel Angel; Adolfo Munoz and Pere-Pau Vazquez
    Most popular methods in cloth rendering rely on volumetric data in order to model complex optical phenomena such as sub-surface scattering. Previous work represents yarns as a sequence of identical but rotated crosssections. While these approaches are able to produce very realistic illumination models, the required volumetric representation is difficult to compute and render, forfeiting any interactive feedback. In this paper, we introduce a method based on the GPU for simultaneous visualization and voxelization, suitable for both interactive and offline rendering. Our method can interactively voxelize millions of polygons into a 3D texture, generating a volume with sub-voxel accuracy which is suitable even for high-density weaving such as linen.
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    From the Patient to the Surgery - A Complete Computer Vision and Graphics Process
    (The Eurographics Association, 2012) Martinez, A.; Jimenez, J.; Isabel Navazo and Gustavo Patow
    Generating digital information ready to use on a surgery operation from a patient is a complex process. This process involves computer vision techniques, in order to extract digital information from medical images, and computer graphics techniques in order to generate proper models to interact with the digital information. In this approach a set of techniques covering both fields (computer vision and graphics) have been used to develop a complete process from the medical image to the surgery training.
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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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    A Web 3D-Scene Editor of Virtual Reality Exhibitions and 360-degree Videos
    (The Eurographics Association, 2016) Martínez, Vicente; Ríos, Alba M.; Melero, Francisco Javier; Alejandro Garcia-Alonso and Belen Masia
    This work consists in the development of a Web-based system which allows museum managers to generate their own virtual 3D exhibitions, using a two-dimensional graphical user interface. These virtual 3D exhibitions can be displayed interactively in the museum's website, or as a immersive experience in a virtual headset (e.g. Google CardBoard) via a mobile app. We use the SVG specification to edit the exhibition, handling 3D models of the rooms, sculptures and pictures. Furthermore, the user can add to the scene a list of cameras with their respective control points, and then generate several routes through the scene. The scene is rendered in the browser using standard technologies, such as WebGL (ThreeJS) and X3D (X3DOM), and the mobile app is generated via Unity3D . Also, the X3D and MPEG-4 compression standards allow us to transform the scene and its camera routes into 360 videos, where user can manipulate camera orientation while playing the track. Also, audio tracks can be added to each route and hence, inserted in the 360-degree video.