1,159 Works

A Difference Engine for Image Reconstruction

EH Blake & AAM Kuijk
Eurographics Workshop on Graphics Hardware

A Multi-thread Safe Foundation for Scene Graphs and its Extension to Clusters

G. Voß, J. Behr, D. Reiners & M. Roth
One of the main shortcomings of current scene graphs is their inability to support multi-thread safe data structures. This work describes the general framework used by the OpenSG scene graph system to enable multiple concurrent threads to independently manipulate the scene graph without interfering with each other. Furthermore the extensions of the presented mechanisms needed to support cluster systems are discussed.

Rendering Vector Data over Global, Multi-resolution 3D Terrain

Zachary Wartell, Eunjung Kang, Tony Wasilewski, William Ribarsky & Nickolas Faust
Modern desktop PCs are capable of taking 2D Geographic Information System (GIS) applications into the realm of interactive 3D virtual worlds. In prior work we developed and presented graphics algorithms and data management methods for interactive viewing of a 3D global terrain system for desktop and virtual reality systems. In this paper we present a key data structure and associated render-time algorithm for the combined display of multi-resolution 3D terrain and traditional GIS polyline vector...

Time Critical Computing and Rendering of Molecular Surfaces Using a Zonal Map

Henk Huitema & Robert Van Liere
We describe the zonal map, a data structure used for the visualization of large, time dependent molecular configurations in virtual environments. The governing idea of the zonal map is to use the user’s line of sight to define a region of interest onto which time critical algorithms can be applied. Two examples of time critical algorithms are given: for computing and rendering of solvent-accessible surfaces of protein molecules. We show that substantial performance gains can...

Animal gaits from video

Laurent Favreau, Lionel Reveret, Christine Depraz & Marie-Paule Cani
We present a method for animating 3D models of animals from existing live video sequences such as wild life documentaries. Videos are first segmented into binary images on which Principal Component Analysis (PCA) is applied. The time-varying coordinates of the images in the PCA space are then used to generate 3D animation. This is done through interpolation with Radial Basis Functions (RBF) of 3D pose examples associated with a small set of key-images extracted from...

VIRIM: A Massively Parallel Processor for Real-Time Volume Visualization in Medicine

T. Günther, , C. Poliwoda , , C. Reinhart , , J. Hesser , R. Männer, H.-P. Meinzer & H.-I. Baur
Eurographics Workshop on Graphics Hardware

Perlin Noise and 2D Second-Order Tensor Field Visualization

J. Liu, J. Perrin, M. Turner & W. T. Hewitt
There has been much research in the use of texture for visulization the vector field data, whereas there has only been a few papers concerned specifically with tensor field data. This set is more complex and embeds more information than vector fields. In this paper, firstly texture is modeled by Perlin Noise. We show that by controlling the parameters of Perlin Noise, the user can control the output texture effectively, which is similar to Spot...

Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics

Jan Kautz, Peter-Pike Sloan & John Snyder
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or directional light sources. We extend such shading to smooth, area lighting using a low-order spherical harmonic basis for the lighting environment. We represent the 4D product function of BRDF times the cosine factor (dot product of the incident lighting and surface normal vectors) as a 2D table of spherical harmonic coefficients. Each table entry represents, for a single...

epth Complexity in Object-Parallel Graphics Architectures

Michael Cox & Pat Hanrahan
Eurographics Workshop on Graphics Hardware

Real-Time Animation of Particles and Seaweeds in Underwater Scenes

Y. Coulais, D. Ghazanfarpour, O. Terraz & S. Thon
Water is one of the most important natural phenomena to be rendered in computer graphics. Although ocean waves animation has been well studied in Computer graphics, only few studies have been done for underwater animation. In this paper, we present a new real-time method for animation of suspended particles and seaweeds in underwater scenes. One of the main advantages of this method, compared to other approaches, is the real-time animation of submerged objects by taking...

Perceptually-informed accelerated rendering of high quality walkthrough sequences

Karol Myszkowski, Przemyslaw Rokita & Takehiro Tawara
In this paper, we consider accelerated rendering of walkthrough animation sequences using combination of ray tracing and Image-Based Rendering (IBR) techniques. Our goal is to derive as many pixels as possible using inexpensive IBR techniques without affecting the animation quality. A perception-based spatio-temporal Animation Quality Metric (AQM) is used to automatically guide such a hybrid rendering. The Pixel Flow (PF) obtained as a by-product of the IBR computation is an integral part of the AQM....

Extending the Working Volume of Projection-based Mixed Reality Systems

R.C. Splechtna & A.L. Fuhrmann
The working volume of a Mixed Reality (MR) system - which superimposes the real environment with computer- generated virtual content - strongly depends upon the output/display device used. Single screen projection systems like the Barco Baron Table or the FakeSpace ImmersaDesk M seem rather limited regarding their working volume when compared with the CAVE, which is the only projection-based MR installation providing a wide range of viewing directions. We show how the working volume of...

Estimating Traffic Density Using Sounds of Moving Vehicles

Jien Kato, Yoshitaka Hiramatsu & Toyohide Watanabe
This paper proposed a method for automatically estimating traffic density by using sounds of moving vehicles. The approach is based on the idea of recognition of the temporal variations that appear on the power signals when vehicles pass through an observation point. The local temporal variations in small periods of time are extracted by wavelet transformation and are used as an observation sequence for a hidden Markov model, which models the global temporal variations of...

The Invisible Person - Advanced Interaction Using an Embedded Interface

Thomas Psik, Kresimir Matkovic, Reinhard Sainitzer, Paolo Petta & Zsolt Szalavari
In this paper we describe an advanced user interface enabling even playing games in an immersive virtual environment. There are no common input devices, users presence in the environment, movements, and body postures are the available tools for interaction. Furthermore, a publicly accessible installation in the Vienna Museum of Technology implementing such an advanced environment is described. In this installation computers are completely hidden, and it is one of the most popular exhibits in the...

A spectral-particle hybrid method for rendering falling snow

M. S. Langer, L. Zhang, A.W. Klein, A. Bhatia, J. Pereira & D. Rekhi
Falling snow has the visual property that it is simultaneously a set of discrete moving particles as well as a dynamic texture. To capture the dynamic texture properties of falling snow using particle systems can, however, require so many particles that it severely impacts rendering rates. Here we address this limitation by rendering the texture properties directly. We use a standard particle system to generate a relatively sparse set of falling snow flakes, and we...

Interactive Exploration of 4D Geometry with Volumetric Halos

Weiming M. Wang, Xiaoqi Q. Yan, Chi-Wing Fu, Andrew J. Hanson & Pheng Ann Heng
Pacific Graphics Short Papers

Sketch Interpretation and Refinement Using Statistical Models

Saul Simhon & Gregory Dudek
We present a system for generating 2D illustrations from hand drawn outlines consisting of only curve strokes. A user can draw a coarse sketch and the system would automatically augment the shape, thickness, color and surrounding texture of the curves making up the sketch. The styles for these refinements are learned from examples whose semantics have been pre-classified. There can be several styles applicable on a curve and the system automatically identifies which one to...

Global Illumination Animation with Random Radiance Representation

László Szirmay-Kalos, György Antal & Balázs Benedek
This paper proposes a non-diffuse global illumination algorithm that is fast enough to be appropriate for interactive walkthroughs and general animations. To meet the severe performance requirements, we heavily exploit coherence both in time and space, and use randomization to reduce the time and storage complexity. To speed up convergence and to support animation, the approximation of the radiance is stored in object space as well. However, in order to reduce the high memory requirements...

Exploring Volume Visualization with Whole-hand Multitouch Gestures

Xiaoqi Yan, Peng Song, Chi-Wing Fu, Wooi Boon Goh & Kwan-Liu Ma
Pacific Graphics Short Papers

Vision-based Control of 3D Facial Animation

Jin-Xiang Chai, Jing Xiao & Jessica Hodgins
Controlling and animating the facial expression of a computer-generated 3D character is a difficult problem because the face has many degrees of freedom while most available input devices have few. In this paper, we show that a rich set of lifelike facial actions can be created from a preprocessed motion capture database and that a user can control these actions by acting out the desired motions in front of a video camera. We develop a...

Reducing Memory Requirements for Interactive Radiosity Using Movement Prediction

Frank Schöffel & Andreas Pomi
The line-space hierarchy is a very powerful approach for the efficient update of radiosity solutions according to geometry changes. However, it suffers from its enormous memory consumption when storing shafts for the entire scene. We propose a method for reducing the memory requirements of the line-space hierarchy by the dynamic management of shaft storage. We store shaft information only locally for those parts of the scene that are currently affected by the geometry change. When...

Adaptive Hierarchical Visibility in a Tiled Architecture

Feng Xie & Michael Shantz
SIGGRAPH/Eurographics Workshop on Graphics Hardware

Through the Concurrency Gateway: a Challenge from the Near Future of Graphics Hardware

P. H. Welch
The computer graphics industry, and in particular those involved with films, games and virtual reality, continue to demand more and more realistic computer generated images. The complexity of the scenes being modelled and the high fidelity required of the images means that rendering is simply not possible in a reasonable time (let alone real-time) on a single computer[BrW03]. Interactive ray tracing exists today[WSB*01], but real-time global illumination remains a major challenge. Fortunately, "computer graphics cards...

Registration Year

  • 2013