EG 2022 - Tutorials

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Tutorials
CUDA and Applications to Task-based Programming
Bernhard Kerbl, Michael Kenzel, Martin Winter, and Markus Steinberger
From Capture to Immersive Viewing of 3D HDR Point Clouds
Celine Loscos, Philippe Souchet, Théo Barrios, Giuseppe Valenzise, and Rémi Cozot
Safeguarding our Dance Cultural Heritage
Andreas Aristidou, Alan Chalmers, Yiorgos Chrysanthou, Celine Loscos, Franck Multon, J. E. Parkins, Bhuvan Sarupuri, and Efstathios Stavrakis
Computational Assemblies: Analysis, Design, and Fabrication
Peng Song, Ziqi Wang, and Marco Livesu
Inverse Computational Spectral Geometry
Emanuele Rodolà, Luca Cosmo, Maks Ovsjanikov, Arianna Rampini, Simone Melzi, Michael Bronstein, and Riccardo Marin
2D Points Curve Reconstruction Survey and Benchmark
Stefan Ohrhallinger, Jiju Peethambaran, Amal Dev Parakkat, Tamal K. Dey, and R. Muthuganapathy
Practical Machine Learning for Rendering: From Research to Deployment
Carl S. Marshall, Deepak S. Vembar, Sujoy Ganguly, and Florent Guinier
SOFA: an Open-source Solution for Physics Simulation
Hugo Talbot

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    CUDA and Applications to Task-based Programming
    (The Eurographics Association, 2022) Kerbl, Bernhard; Kenzel, Michael; Winter, Martin; Steinberger, Markus; Hahmann, Stefanie; Patow, Gustavo A.
    Since its inception, the CUDA programming model has been continuously evolving. Because the CUDA toolkit aims to consistently expose cutting-edge capabilities for general-purpose compute jobs to its users, the added features in each new version reflect the rapid changes that we observe in GPU architectures. Over the years, the changes in hardware, growing scope of built-in functions and libraries, as well as an advancing C++ standard compliance have expanded the design choices when coding for CUDA, and significantly altered the directives to achieve peak performance. In this tutorial, we give a thorough introduction to the CUDA toolkit, demonstrate how a contemporary application can benefit from recently introduced features and how they can be applied to task-based GPU scheduling in particular. For instance, we will provide detailed examples of use cases for independent thread scheduling, cooperative groups, and the CUDA standard library, libcu++, which are certain to become an integral part of clean coding for CUDA in the near future.
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    From Capture to Immersive Viewing of 3D HDR Point Clouds
    (The Eurographics Association, 2022) Loscos, Celine; Souchet, Philippe; Barrios, Théo; Valenzise, Giuseppe; Cozot, Rémi; Hahmann, Stefanie; Patow, Gustavo A.
    The collaborators of the ReVeRY project address the design of a specific grid of cameras, a cost-efficient system that acquires at once several viewpoints, possibly under several exposures and the converting of multiview, multiexposed, video stream into a high quality 3D HDR point cloud. In the last two decades, industries and researchers proposed significant advances in media content acquisition systems in three main directions: increase of resolution and image quality with the new ultra-high-definition (UHD) standard; stereo capture for 3D content; and high-dynamic range (HDR) imaging. Compression, representation, and interoperability of these new media are active research fields in order to reduce data size and be perceptually accurate. The originality of the project is to address both HDR and depth through the entire pipeline. Creativity is enhanced by several tools, which answer challenges at the different stages of the pipeline: camera setup, data processing, capture visualisation, virtual camera controller, compression, perceptually guided immersive visualisation. It is the experience acquired by the researchers of the project that is exposed in this tutorial.
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    Safeguarding our Dance Cultural Heritage
    (The Eurographics Association, 2022) Aristidou, Andreas; Chalmers, Alan; Chrysanthou, Yiorgos; Loscos, Celine; Multon, Franck; Parkins, J. E.; Sarupuri, Bhuvan; Stavrakis, Efstathios; Hahmann, Stefanie; Patow, Gustavo A.
    Folk dancing is a key aspect of intangible cultural heritage that often reflects the socio-cultural and political influences prevailing in different periods and nations; each dance produces a meaning, a story with the help of music, costumes and dance moves. It has been transmitted from generation to generation, and to different countries, mainly due to movements of people carrying and disseminating their civilization. However, folk dancing, amongst other intangible heritage, is at high risk of disappearing due to wars, the moving of populations, economic crises, modernization, but most importantly, because these fragile creations have been modified over time through the process of collective recreation, and/or changes in the way of life. In this tutorial, we show how the European Project, SCHEDAR, exploited emerging technologies to digitize, analyze, and holistically document our intangible heritage creations, that is a critical necessity for the preservation and the continuity of our identity as Europeans.
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    Inverse Computational Spectral Geometry
    (The Eurographics Association, 2022) Rodolà, Emanuele; Cosmo, Luca; Ovsjanikov, Maks; Rampini, Arianna; Melzi, Simone; Bronstein, Michael; Marin, Riccardo; Hahmann, Stefanie; Patow, Gustavo A.
    In the last decades, geometry processing has attracted a growing interest thanks to the wide availability of new devices and software that make 3D digital data available and manipulable to everyone. Typical issues faced by geometry processing algorithms include the variety of discrete representations for 3D data (point clouds, polygonal or tet-meshes and voxels), or the type of deformation this data may undergo. Powerful approaches to address these issues come from looking at the spectral decomposition of canonical differential operators, such as the Laplacian, which provides a rich, informative, robust, and invariant representation of the 3D objects. The focus of this tutorial is on computational spectral geometry. We will offer a different perspective on spectral geometric techniques, supported by recent successful methods in the graphics and 3D vision communities and older but notoriously overlooked results. We will discuss both the “forward” path typical of spectral geometry pipelines (e.g. computing Laplacian eigenvalues and eigenvectors of a given shape) with its widespread applicative relevance, and the inverse path (e.g. recovering a shape from given Laplacian eigenvalues, like in the classical “hearing the shape of the drum” problem) with its ill-posed nature and the benefits showcased on several challenging tasks in graphics and geometry processing.
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    Computational Assemblies: Analysis, Design, and Fabrication
    (The Eurographics Association, 2022) Song, Peng; Wang, Ziqi; Livesu, Marco; Hahmann, Stefanie; Patow, Gustavo A.
    Assemblies are ubiquitous in our daily life, such as toys, electronic devices, furniture, and architecture. They enable to build large and complex objects by composing small yet simpler parts, facilitating fabrication, storage, maintenance, and usage. However, designing assemblies is a highly non-trivial task because one needs to consider not only the properties of each individual components, but also of the whole assembly, such as aesthetics and stability. Motivated by recent advancements in digital fabrication, various computational techniques have been developed to analyze, design, and fabricate assemblies, aiming to enable general users to easily personalize them. This tutorial will give an introduction to these computational techniques, focusing on four fundamental aspects, i.e., parts fabricability, parts joining, assembly planning, and structural stability. In this tutorial, we will take a deep dive into computational methods to analyze these aspects for a given assembly as well as to design and fabricate assemblies that satisfy user-specified requirements in these aspects. This tutorial assumes knowledge of the fundamentals of computer graphics. Attendees should come away from this tutorial with a broad understanding of current work in computational assemblies, as well as familiarity with the necessary knowledge to start their own research in this area.
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    EUROGRAPHICS 2022: Tutorials Frontmatter
    (The Eurographics Association, 2022) Hahmann, Stefanie; Patow, Gustavo A.; Hahmann, Stefanie; Patow, Gustavo A.
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    2D Points Curve Reconstruction Survey and Benchmark
    (The Eurographics Association, 2022) Ohrhallinger, Stefan; Peethambaran, Jiju; Parakkat, Amal Dev; Dey, Tamal K.; Muthuganapathy, R.; Hahmann, Stefanie; Patow, Gustavo A.
    Curve reconstruction from unstructured points in a plane is a fundamental problem with many applications that has generated research interest for decades. Involved aspects like handling open, sharp, multiple and non-manifold outlines, run-time and provability as well as potential extension to 3D for surface reconstruction have led to many different algorithms. We survey the literature on 2D curve reconstruction and then present an open-sourced benchmark for the experimental study. Our unprecedented evaluation of a selected set of planar curve reconstruction algorithms aims to give an overview of both quantitative analysis and qualitative aspects for helping users to select the right algorithm for specific problems in the field. Our benchmark framework is available online to permit reproducing the results and easy integration of new algorithms.
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    Practical Machine Learning for Rendering: From Research to Deployment
    (The Eurographics Association, 2022) Marshall, Carl S.; Vembar, Deepak S.; Ganguly, Sujoy; Guinier, Florent; Hahmann, Stefanie; Patow, Gustavo A.
    Applying machine learning to improve graphics rendering or asset pipelines is challenging. Practicalities such as proprietary datasets, network retraining, and deployment issues make it difficult to translate published research into deployed solutions. In this course, industry practitioners at the forefront of this interdisciplinary field discuss and outline potential solutions.
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    SOFA: an Open-source Solution for Physics Simulation
    (The Eurographics Association, 2022) Talbot, Hugo; Hahmann, Stefanie; Patow, Gustavo A.
    SOFA is an open-source framework for interactive physics simulation and is being developed for more than 16 years. Today, SOFA benefits from a large international community made up of research centers and companies. The SOFA core has a LGPL license (permissive and non-contaminating) fostering the development of prototypes and products under any commercial license. This half-day EG22 tutorial proposes an introduction on biomechanical simulation with SOFA, covering the main principles of a simulation and its lifecycle. Then, a hands-on session will bring the basis to build your own simulation for medical/VR/AR/robotics applications!