Slides and Videos

Permanent URI for this collection


DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering

Shafae, Michael
Pajarola, Renato

Real-time Obscurances with Color Bleeding (the three cubes demo)

Méndez, Àlex
Sbert, Mateu
Catà, Jordi

Visual Simulation of Lava Flows Employing Particle-based Approach

Oda, Yasuyuki
Ota, Shin
Tamura, Machiko
Fujimoto, Tadahiro
Muraoka, Kazunobu
Chiba, Norishige

Experimenting Prioritized IK for Motion Editing

Boulic, Ronan
Le Callennec, Benoît
Herren, Martin
Bay, Herbert

Transformation of a Boys Surface into a Steiners Surface and torus eversion

Langer, M.

Real-Time Simulation of Flexible Materials in Avango Virtual Environment Framework

Klimenko, Stanislav
Nikitina, Lialia
Nikitin, Igor

Preface


Animating Tree Movement with Sound Effects Generation

Matsuyama, Katsutsugu
Ota, Shin
Tamura, Machiko
Fujimoto, Tadahiro
Muraoka, Kazunobu
Chiba, Norishige

Lip-Synching in Sourdough

Davis, Timothy A.
Johnson, Rebecca


BibTeX (Slides and Videos)
@inproceedings{
10.2312:egsl.20031078,
booktitle = {
Eurographics 2003 - Slides and Videos},
editor = { title = {{
DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering}},
author = {
Shafae, Michael
 and
Pajarola, Renato
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egsl.20031078}
}
@inproceedings{
10.2312:egsl.20031083,
booktitle = {
Eurographics 2003 - Slides and Videos},
editor = { title = {{
Real-time Obscurances with Color Bleeding (the three cubes demo)}},
author = {
Méndez, Àlex
 and
Sbert, Mateu
 and
Catà, Jordi
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egsl.20031083}
}
@inproceedings{
10.2312:egsl.20031080,
booktitle = {
Eurographics 2003 - Slides and Videos},
editor = { title = {{
Visual Simulation of Lava Flows Employing Particle-based Approach}},
author = {
Oda, Yasuyuki
 and
Ota, Shin
 and
Tamura, Machiko
 and
Fujimoto, Tadahiro
 and
Muraoka, Kazunobu
 and
Chiba, Norishige
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egsl.20031080}
}
@inproceedings{
10.2312:egsl.20031081,
booktitle = {
Eurographics 2003 - Slides and Videos},
editor = { title = {{
Experimenting Prioritized IK for Motion Editing}},
author = {
Boulic, Ronan
 and
Le Callennec, Benoît
 and
Herren, Martin
 and
Bay, Herbert
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egsl.20031081}
}
@inproceedings{
10.2312:egsl.20031079,
booktitle = {
Eurographics 2003 - Slides and Videos},
editor = { title = {{
Transformation of a Boys Surface into a Steiners Surface and torus eversion}},
author = {
Langer, M.
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egsl.20031079}
}
@inproceedings{
10.2312:egsl.20031082,
booktitle = {
Eurographics 2003 - Slides and Videos},
editor = { title = {{
Real-Time Simulation of Flexible Materials in Avango Virtual Environment Framework}},
author = {
Klimenko, Stanislav
 and
Nikitina, Lialia
 and
Nikitin, Igor
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egsl.20031082}
}
@inproceedings{
10.2312:egsl.20031086,
booktitle = {
Eurographics 2003 - Slides and Videos},
editor = { title = {{
Animating Tree Movement with Sound Effects Generation}},
author = {
Matsuyama, Katsutsugu
 and
Ota, Shin
 and
Tamura, Machiko
 and
Fujimoto, Tadahiro
 and
Muraoka, Kazunobu
 and
Chiba, Norishige
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egsl.20031086}
}
@inproceedings{
10.2312:egsl.20031084,
booktitle = {
Eurographics 2003 - Slides and Videos},
editor = { title = {{
Lip-Synching in Sourdough}},
author = {
Davis, Timothy A.
 and
Johnson, Rebecca
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egsl.20031084}
}

Browse

Recent Submissions

Now showing 1 - 9 of 9
  • Item
    DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering
    (Eurographics Association, 2003) Shafae, Michael; Pajarola, Renato
    Multiresolution modelling techniques are important to cope with the increasingly complex polygonal models available today such as high-resolution isosurfaces, large terrains, and complex digitized shapes 10. Large triangle meshes are difficult to render at interactive frame rates due to the large number of vertices to be processed by the graphics hardware. Level-of-detail (LOD) based visualization techniques 7 allow rendering the same object using triangle meshes of variable complexity. Thus, the number of processed vertices is adjusted according to the object’s relative position and importance in the rendered scene. Many mesh simplification and multiresolution triangulation methods 5, 8, 4, 11, 12 have been developed to create different LODs, sequence of LODmeshes, and hierarchical triangulations for LOD based rendering. Although reducing the amount of geometry sent to the graphics pipeline elicits a performance gain, a further optimization can be achieved by the use of optimized rendering primitives, such as triangle strips.
  • Item
    Real-time Obscurances with Color Bleeding (the three cubes demo)
    (Eurographics Association, 2003) Méndez, Àlex; Sbert, Mateu; Catà, Jordi
    Here we present an animation that demonstrates the power of the obscurances technique and how it can be used in a video-game context when moving objects are in the scene. Obscurances is a powerful technique that simulates diffuse illumination, i.e. radiosity, with a much lower cost. Its advantage is based in that it considers only neighbour interactions instead of considering global ones, and in being decoupled from direct illumination computation. The implementation of this technique is made on a 3D game engine that allows real-time recomputation of obscurances for moving objects. Extensions to deal with color bleeding can also be appreciated.
  • Item
    Visual Simulation of Lava Flows Employing Particle-based Approach
    (Eurographics Association, 2003) Oda, Yasuyuki; Ota, Shin; Tamura, Machiko; Fujimoto, Tadahiro; Muraoka, Kazunobu; Chiba, Norishige
    This video demonstrates our new particle-based method for visually simulating lava flows. Employing our developed particle-based simulation models of viscous fluid dynamics and heat transfer, this method realizes the visual features of lava flows: lava flows broaden like a fan form; the viscosity of lava changes according to its temperature; cooled lava solidifies into crust or new ground; the color of lava changes according to its temperature; crust is dark; lava of high temperature run out by breaking crust; etc.
  • Item
    Experimenting Prioritized IK for Motion Editing
    (Eurographics Association, 2003) Boulic, Ronan; Le Callennec, Benoît; Herren, Martin; Bay, Herbert
    The presented work illustrates the potential of an IK algorithm enforcing priorities among constraints for motion editing. Motion capture is a very efficient technique to deliver believable motions but usually most of the captured motions need to be edited before they match the end-user’s needs. Motion editing can be achieved by applying constraints to parts of the animated character while trying to retain most of the original motion. However all constraints are not equal: some have more importance than others for the animator. The sequences presented here were obtained with an IK solver that allows the user to associate a priority level to a constraint (without limitation in the number of priority levels). We first provide a short overview of the edited sequence prior to describe the general framework of the test application and the potential of the IK algorithm with priorities. We focus especially on the first case where three priority levels are exploited to provide a fine control over the arm animation. The two next cases focus on the specification of goals attached to mobile frames. A general discussion reviews the advantages and limitations of the recent state of the IK algorithm.
  • Item
    Transformation of a Boys Surface into a Steiners Surface and torus eversion
    (Eurographics Association, 2003) Langer, M.
    The part 1 of the video shows a Boy s surface and a Steiner s Roman surface which are difficult to visualize without computer 3d graphics and demonstrates a continuous topological transformation between them. The part 2 of the video shows step by step how a two-dimensional torus with a hole can be turned inside out in R3 by a continuous topological operation without self-intersections. The torus without a disk, Boy s surface and Steiner s Roman surface are constructed as photorealistic two-sided and front-back coloured 3d objects.
  • Item
    Real-Time Simulation of Flexible Materials in Avango Virtual Environment Framework
    (Eurographics Association, 2003) Klimenko, Stanislav; Nikitina, Lialia; Nikitin, Igor
    This paper describes a system for real-time simulation of linear elastic deformations of volumetric objects in Virtual Environments, implemented in Avango VE Framework 1. The approach makes use of the methods of Finite and Boundary Elements and precomputed Green’s functions, and supports real-time interactive deformations of large elastic models, containing more than 10,000 volumetric nodes, at the graphics update rate 85fps.
  • Item
    Preface
    (Eurographics Association, 2003)
  • Item
    Animating Tree Movement with Sound Effects Generation
    (Eurographics Association, 2003) Matsuyama, Katsutsugu; Ota, Shin; Tamura, Machiko; Fujimoto, Tadahiro; Muraoka, Kazunobu; Chiba, Norishige
    This video demonstrates the methods for automatically generating tree motions and sound effects for an animation of branches and leaves moving in the wind. Natural motions of leaves and branches swaying in a wind field are created in real-time by our efficient method without using time-consuming physical simulation techniques based on the equations of motion. This method utilizes "1/f ? noise", which is observed in various natural phenomena. Specifically, in this method, the natural motions of leaves and branches are created by calculating appropriate motion angles using 1/f ? noise functions. The realism of the branch motion is enhanced by applying a real-time simple simulation technique based on the spring model. Sound effects are generated as follows: Each tree is divided into branches and leaves, and an independent sound effect generation process is employed for each element. The individual results are then compounded into one sound effect. For the branches, we employ an approach based on the frequencies of experimentally obtained Karman vortex streets. For the leaves, we use the leaf blade state as the input and assume a virtual musical instrument that uses wave tables as the sound source. All computations can be performed independently for each frame step.
  • Item
    Lip-Synching in Sourdough
    (Eurographics Association, 2003) Davis, Timothy A.; Johnson, Rebecca
    This animation relates the story of a seemingly sweet doughy spokesman that has now gone sour. Through his crusty demeanor and somewhat greasy antics, our hero discovers that if you try to have your cake and eat it too, you just might get canned. Production included a study and application of lip-synching techniques. All work was performed using Maya, Lightwave, Final Cut Pro, After Effects and Photoshop.