Tutorials

Permanent URI for this collection


Point-Based Computer Graphics

Alexa, Marc
Dachsbacher, Carsten
Gross, Markus
Pauly, Mark
van Baar, Jeroen
Zwicker, Matthias

Photorealistic Augmented Reality

Gibson, Simon
Chalmers, Alan

Efficient Monte Carlo and Quasi-Monte Carlo Rendering Techniques

Keller, Alexander
Kollig, Thomas
Sbert, Mateu
Szirmay-Kalos, Laszlo

Alternative Augmented Reality Approaches: Concepts, Techniques, and Applications

Bimber, Oliver
Raskar, Ramesh

Real Numbers, Real Images

Ward, Greg

Facial Modeling and Animation

Haber, Jörg
Terzopoulos, Demetri
Magnenat-Thalmann, Nadia
Blanz, Volker

Programming Graphics Hardware

Ertl, Thomas

Non-Photorealistic Rendering

Eißele, Mike

High-Level Shading Languages

Weiskopf, Daniel

Flow Visualization by Texture Advection

Weiskopf, Daniel

Low-Level Pixel Programming

Kraus, Martin

Low-Level Vertex Programming

Kraus, Martin

Hardware-Based Volume Ray Casting

Weiler, Manfred

Building Large Area Multi-Projector Displays

Brown, Michael S.
Majumder, Aditi

Advanced Shading Techniques

Diepstraten, Joachim


BibTeX (Tutorials)
@inproceedings{
10.2312:egt.20031095,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Point-Based Computer Graphics}},
author = {
Alexa, Marc
 and
Dachsbacher, Carsten
 and
Gross, Markus
 and
Pauly, Mark
 and
van Baar, Jeroen
 and
Zwicker, Matthias
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031095}
}
@inproceedings{
10.2312:egt.20031098,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Photorealistic Augmented Reality}},
author = {
Gibson, Simon
 and
Chalmers, Alan
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031098}
}
@inproceedings{
10.2312:egt.20031096,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Efficient Monte Carlo and Quasi-Monte Carlo Rendering Techniques}},
author = {
Keller, Alexander
 and
Kollig, Thomas
 and
Sbert, Mateu
 and
Szirmay-Kalos, Laszlo
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031096}
}
@inproceedings{
10.2312:egt.20031097,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Alternative Augmented Reality Approaches: Concepts, Techniques, and Applications}},
author = {
Bimber, Oliver
 and
Raskar, Ramesh
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031097}
}
@inproceedings{
10.2312:egt.20031099,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Real Numbers, Real Images}},
author = {
Ward, Greg
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031099}
}
@inproceedings{
10.2312:egt.20031100,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Facial Modeling and Animation}},
author = {
Haber, Jörg
 and
Terzopoulos, Demetri
 and
Magnenat-Thalmann, Nadia
 and
Blanz, Volker
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031100}
}
@inproceedings{
10.2312:egt.20031101,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Programming Graphics Hardware}},
author = {
Ertl, Thomas
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031101}
}
@inproceedings{
10.2312:egt.20031106,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Non-Photorealistic Rendering}},
author = {
Eißele, Mike
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031106}
}
@inproceedings{
10.2312:egt.20031104,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
High-Level Shading Languages}},
author = {
Weiskopf, Daniel
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031104}
}
@inproceedings{
10.2312:egt.20031108,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Flow Visualization by Texture Advection}},
author = {
Weiskopf, Daniel
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031108}
}
@inproceedings{
10.2312:egt.20031103,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Low-Level Pixel Programming}},
author = {
Kraus, Martin
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031103}
}
@inproceedings{
10.2312:egt.20031102,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Low-Level Vertex Programming}},
author = {
Kraus, Martin
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031102}
}
@inproceedings{
10.2312:egt.20031107,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Hardware-Based Volume Ray Casting}},
author = {
Weiler, Manfred
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031107}
}
@inproceedings{
10.2312:egt.20031109,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Building Large Area Multi-Projector Displays}},
author = {
Brown, Michael S.
 and
Majumder, Aditi
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031109}
}
@inproceedings{
10.2312:egt.20031105,
booktitle = {
Eurographics 2003 - Tutorials},
editor = { title = {{
Advanced Shading Techniques}},
author = {
Diepstraten, Joachim
}, year = {
2003},
publisher = {
Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/egt.20031105}
}

Browse

Recent Submissions

Now showing 1 - 15 of 15
  • Item
    Point-Based Computer Graphics
    (Eurographics Association, 2003) Alexa, Marc; Dachsbacher, Carsten; Gross, Markus; Pauly, Mark; van Baar, Jeroen; Zwicker, Matthias
    -
  • Item
    Photorealistic Augmented Reality
    (Eurographics Association, 2003) Gibson, Simon; Chalmers, Alan
    Augmenting real-world images with synthetic objects is becoming of increasing importance in both research and commercial applications, and encompasses aspects of fields such as mobile camera and display technology, computer graphics, image processing, computer vision and human perception. This tutorial presents an in-depth study into the techniques required to produce high fidelity augmented images at interactive rates, and will consider how the realism of the resulting images can be assessed and their fidelity quantified. The first half of the tutorial covers the methods we use to generate augmented images. We will show how commonly available digital cameras can be used to record scene data, and how computer graphics hardware can be used to generate visually realistic augmented images at interactive rates. Specific topics covered will include geometric and radiometric camera calibration, image-based reconstruction of scene geometry and illumination, hardware accelerated rendering of synthetic objects and shadows, and image compositing. The second half of the tutorial discusses in more detail what we are trying to achieve when generating augmented images, and how success can be measured and quantified. Methods for displaying augmented images will be discussed, and techniques for conducting psychophysical experiments to evaluating the visual quality of images will also be covered. Examples of augmented images and video sequences from a real-world interactive interior design application will be shown, and used to illustrate the different ideas and techniques introduced throughout the tutorial.
  • Item
    Efficient Monte Carlo and Quasi-Monte Carlo Rendering Techniques
    (Eurographics Association, 2003) Keller, Alexander; Kollig, Thomas; Sbert, Mateu; Szirmay-Kalos, Laszlo
    -
  • Item
    Alternative Augmented Reality Approaches: Concepts, Techniques, and Applications
    (Eurographics Association, 2003) Bimber, Oliver; Raskar, Ramesh
    In this tutorial we discuss application specific alternative augmented reality (AR) approaches –such as Virtual Showcases and Shader Lamps– that focus on overcoming some of the limitations linked to conventional AR displays. State-of-the-art concepts, details about hard- and software implementations, and current areas of application are presented. An extensive overview over different stereoscopic and auto-stereoscopic display techniques is given. This enables readers to identify parallels between Virtual Reality and augmented reality displays concepts, and stimulate them to think about alternative approaches for AR. Our focus is on interactive rendering techniques that support display concepts, such as projector-based or spatial optical seethrough AR. Methods that create graphical augmentations with respect to the applied optical elements and display surfaces, and techniques for creating a high level of consistency between real and virtual environments will be discussed. Finally, our experiences made with such technologies within art, edutainment, research and industrial areas will be shared with the audience. By handing out construction drawings and algorithms, we aim at enabling participants to realize such systems on their own.
  • Item
    Real Numbers, Real Images
    (Eurographics Association, 2003) Ward, Greg
    This tutorial develops the thesis that the real world is best represented by real numbers, which are approximated by floating point values in the computer. As the floating point unit (FPU) continues to accelerate, outpacing the arithmetic logic unit (ALU), it makes more and more sense to do our graphics calculations entirely with real numbers. We even see the mainstream changing in this direction with the introduction of floating point frame buffers in a new generation of graphics cards, such as NVidia’s GeForce FX.
  • Item
    Facial Modeling and Animation
    (Eurographics Association, 2003) Haber, Jörg; Terzopoulos, Demetri; Magnenat-Thalmann, Nadia; Blanz, Volker
    In this tutorial we present an overview of the concepts and current techniques that have been developed to model and animate human faces. We introduce the research area of facial modeling and animation by its history and applications. As a necessary prerequisite for facial modeling, data acquisition is discussed in detail. We describe basic concepts of facial animation and present different approaches including parametric models, performance-, physics-, and image-based methods. State-of-the-art techniques such as MPEG-4 facial animation parameters, mass-spring networks for skin models, and face space representations are part of these approaches. We furthermore discuss texturing of head models and rendering of skin and hair, addressing problems related to texture synthesis, bump mapping with graphics hardware, and dynamics of hair. Typical applications for facial modeling and animation such as speech synchronization, head morphing, and forensic applications are presented and explained.
  • Item
    Programming Graphics Hardware
    (Eurographics Association, 2003) Ertl, Thomas
    -
  • Item
    Non-Photorealistic Rendering
    (Eurographics Association, 2003) Eißele, Mike
    • Focus of this talk – Silhouette rendering – Cartoon shading – Hatching – Charcoal rendering – Image-space filter operations – Dither screens
  • Item
    High-Level Shading Languages
    (Eurographics Association, 2003) Weiskopf, Daniel
    -
  • Item
    Flow Visualization by Texture Advection
    (Eurographics Association, 2003) Weiskopf, Daniel
    • Vector field visualization: indirectly by tracing particles • Issues: – Seed point positioning – Dense vs. sparse representation – Steady vs. unsteady flow fields – Visualization speed
  • Item
    Low-Level Pixel Programming
    (Eurographics Association, 2003) Kraus, Martin
    -
  • Item
    Low-Level Vertex Programming
    (Eurographics Association, 2003) Kraus, Martin
    -
  • Item
    Hardware-Based Volume Ray Casting
    (Eurographics Association, 2003) Weiler, Manfred
    -
  • Item
    Building Large Area Multi-Projector Displays
    (Eurographics Association, 2003) Brown, Michael S.; Majumder, Aditi
    -
  • Item
    Advanced Shading Techniques
    (Eurographics Association, 2003) Diepstraten, Joachim
    Focus of this talk: • Per-pixel point light Blinn-Phong lighting • Per-pixel realistic metal-BRDF • Per-pixel anisotropic lighting • Procedural textures • Different reflection/environment mapping techniques • “Faked“ translucency