EG 2015 - Tutorials

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Track 1
3D Video: from Capture to Interactive Display
Céline Loscos, Yannick Rémion, Laurent Lucas, Romain Guillemot, and Benjamin Battin
Track 2
Eye Tracking Visualization
Michael Burch, Tanja Blascheck, Kuno Kurzhals, Hermann Pflüger, Michael Raschke, and Daniel Weiskopf
Track 3
Position-Based Simulation Methods in Computer Graphics
Jan Bender, Matthias Müller, and Miles Macklin
Track 4
Meshless Interpolations for Computer Graphics, Visualization and Games
Vaclav Skala
Track 5
Tools and Techniques for Direct Volume Interaction
Alexander Wiebel, Tobias Isenberg, Stefan Bruckner, and Timo Ropinski

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Now showing 1 - 6 of 6
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    EUROGRAPHICS 2015: Tutorials Frontmatter
    (Eurographics Association, 2015) Matthias Zwicker; Cyril Soler;
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    3D Video: from Capture to Interactive Display
    (The Eurographics Association, 2015) Loscos, Céline; Rémion, Yannick; Lucas, Laurent; Guillemot, Romain; Battin, Benjamin; M. Zwicker and C. Soler
    While 3D vision and 3D/4D imaging has existed for many years, the use of 3D cameras and video-based modeling by the film industry and recent access to cheap contactless control devices has induced an explosion of interest for 3D acquisition technology, 3D content, 3D displays and 3D interaction. As such, 3D video has become one of the new technology trends of this century. This tutorial aims at introducing theoretical, technological and practical concepts associated to multiview systems and the possible interactions with the 3D/4D content. It covers acquisition, manipulation, and rendering. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide the necessary elements for understanding the underlying computer-based science of these technologies.
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    Eye Tracking Visualization
    (The Eurographics Association, 2015) Burch, Michael; Blascheck, Tanja; Kurzhals, Kuno; Pflüger, Hermann; Raschke, Michael; Weiskopf, Daniel; Pfeiffer, Thies; M. Zwicker and C. Soler
    Eye tracking has become a widely used method to analyze user behavior in marketing, neuroscience, human-computer interaction, and visualization research. Apart from measuring completion times and recording accuracy rates of correctly given answers during the performance of visual tasks in classical controlled user experiments, eye tracking-based evaluations provide additional information on how visual attention is distributed and changing for a presented stimulus. Due to the wide field of applications of eye tracking and various kinds of research questions, different approaches have been developed to analyze eye tracking data such as statistical algorithms (either descriptive or inferential), string editing algorithms, visualization-related techniques, and visual analytics techniques. Regardless of whether statistical or visual methods are used for eye tracking data analysis, a large amount of data generated during eye tracking experiments has to be handled.
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    Meshless Interpolations for Computer Graphics, Visualization and Games
    (The Eurographics Association, 2015) Skala, Vaclav; M. Zwicker and C. Soler
    Meshless Interpolations for Computer Graphics, Visualization and Games: An Informal Introduction
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    Position-Based Simulation Methods in Computer Graphics
    (The Eurographics Association, 2015) Bender, Jan; Müller, Matthias; Macklin, Miles; M. Zwicker and C. Soler
    The physically-based simulation of mechanical effects has been an important research topic in computer graphics for more than two decades. Classical methods in this field discretize Newton’s second law and determine different forces to simulate various effects like stretching, shearing, and bending of deformable bodies or pressure and viscosity of fluids, to mention just a few. Given these forces, velocities and finally positions are determined by a numerical integration of the resulting accelerations. In the last years position-based simulation methods have become popular in the graphics community. In contrast to classical simulation approaches these methods compute the position changes in each simulation step directly, based on the solution of a quasi-static problem. Therefore, position-based approaches are fast, stable and controllable which make them well-suited for use in interactive environments. However, these methods are generally not as accurate as force-based methods but still provide visual plausibility. Hence, the main application areas of position-based simulation are virtual reality, computer games and special effects in movies and commercials. In this tutorial we first introduce the basic concept of position-based dynamics. Then we present different solvers and compare them with the classical implicit Euler method. We discuss approaches to improve the convergence of these solvers. Moreover, we show how position-based methods are applied to simulate hair, cloth, volumetric deformable bodies, rigid body systems and fluids. We also demonstrate how complex effects like anisotropy or plasticity can be simulated and introduce approaches to improve the performance. Finally, we give an outlook and discuss open problems.
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    Tools and Techniques for Direct Volume Interaction
    (The Eurographics Association, 2015) Wiebel, Alexander; Isenberg, Tobias; Bruckner, Stefan; Ropinski, Timo; M. Zwicker and C. Soler
    Volumetric data, continuous as well as scattered, are close to ubiquitous in natural sciences, medicine and engineering. While the visualization of such data itself is not straightforward, interaction with and manipulation of volumetric data - essential aspects of effective data analysis - pose even further challenges. Due to the three-dimensional nature of the data, it is not straightforward how to select features, pick positions, segment regions or otherwise interact with the rendering or the data themselves in an intuitive manner. In this tutorial we will present state of the art approaches and methods for addressing these challenges. The tutorial will start by reviewing common classes of interaction tasks in volume visualization, motivating the need for direct interaction and manipulation, and describing the usually encountered difficulties. Interaction with visualization traditionally happens in PC-based environments with mouse and 2D displays. The second part of the tutorial discusses specific interaction methods that deal with the challenges in this context. Furthermore, an overview of the range of applications of these techniques is given to demonstrate their utility. The use of alternative paradigms for interaction with volumes is discussed in the third part. Such paradigms, e.g. in the context of touch interfaces or immersive environments, provide novel opportunities for volume exploration and manipulation, but also pose specific challenges themselves. The last part completes the tutorial's scope by a treatment of higher-level interaction techniques guiding users in navigation and exploration of the data using automatic or semiautomatic methods for identifying relevant parameter ranges. Such techniques employ additional, sometimes workflow-specific, information to assist in choosing effective volume visualization techniques and related attributes.