STARs

Permanent URI for this collection


A Survey on Video-based Graphics and Video Visualization

Borgo, Rita
Chen, Min
Daubney, Ben
Grundy, Edward
Heidemann, Gunther
Höferlin, Benjamin
Höferlin, Markus
Jänicke, Heike
Weiskopf, Daniel
Xie, Xianghua

Visualization for the Physical Sciences

Lipsa, Dan R.
Laramee, Robert S.
Cox, Simon J.
Roberts, Jonathan C.
Walker, Rick

Computational Plenoptic Imaging

Wetzstein, Gordon
Ihrke, Ivo
Lanman, Douglas
Heidrich, Wolfgang

A Survey on Temporal Coherence Methods in Real-Time Rendering

Scherzer, Daniel
Yang, Lei
Mattausch, Oliver
Nehab, Diego
Sander, Pedro V.
Wimmer, Michael
Eisemann, Elmar

Believable Virtual Characters in Human-Computer Dialogs

Jung, Yvonne
Kuijper, Arjan
Fellner, Dieter W.
Kipp, Michael
Miksatko, Jan
Gratch, Jonathan
Thalmann, Daniel

Interactive Character Animation using Simulated Physics

Geijtenbeek, Thomas
Pronost, Nicolas
Egges, Arjan
Overmars, Mark H.

Acoustic Rendering and Auditory-Visual Cross-Modal Perception and Interaction

Hulusic, Vedad
Harvey, Carlo
Tsingos, Nicolas
Debattista, Kurt
Walker, Steve
Howard, David
Chalmers, Alan


BibTeX (STARs)
@inproceedings{
10.2312:EG2011/stars/001-023,
booktitle = {
Eurographics 2011 - State of the Art Reports},
editor = {
N. John and B. Wyvill
}, title = {{
A Survey on Video-based Graphics and Video Visualization}},
author = {
Borgo, Rita
 and
Chen, Min
 and
Daubney, Ben
 and
Grundy, Edward
 and
Heidemann, Gunther
 and
Höferlin, Benjamin
 and
Höferlin, Markus
 and
Jänicke, Heike
 and
Weiskopf, Daniel
 and
Xie, Xianghua
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/EG2011/stars/001-023}
}
@inproceedings{
10.2312:EG2011/stars/049-073,
booktitle = {
Eurographics 2011 - State of the Art Reports},
editor = {
N. John and B. Wyvill
}, title = {{
Visualization for the Physical Sciences}},
author = {
Lipsa, Dan R.
 and
Laramee, Robert S.
 and
Cox, Simon J.
 and
Roberts, Jonathan C.
 and
Walker, Rick
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/EG2011/stars/049-073}
}
@inproceedings{
10.2312:EG2011/stars/025-048,
booktitle = {
Eurographics 2011 - State of the Art Reports},
editor = {
N. John and B. Wyvill
}, title = {{
Computational Plenoptic Imaging}},
author = {
Wetzstein, Gordon
 and
Ihrke, Ivo
 and
Lanman, Douglas
 and
Heidrich, Wolfgang
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/EG2011/stars/025-048}
}
@inproceedings{
10.2312:EG2011/stars/101-126,
booktitle = {
Eurographics 2011 - State of the Art Reports},
editor = {
N. John and B. Wyvill
}, title = {{
A Survey on Temporal Coherence Methods in Real-Time Rendering}},
author = {
Scherzer, Daniel
 and
Yang, Lei
 and
Mattausch, Oliver
 and
Nehab, Diego
 and
Sander, Pedro V.
 and
Wimmer, Michael
 and
Eisemann, Elmar
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/EG2011/stars/101-126}
}
@inproceedings{
10.2312:EG2011/stars/075-100,
booktitle = {
Eurographics 2011 - State of the Art Reports},
editor = {
N. John and B. Wyvill
}, title = {{
Believable Virtual Characters in Human-Computer Dialogs}},
author = {
Jung, Yvonne
 and
Kuijper, Arjan
 and
Fellner, Dieter W.
 and
Kipp, Michael
 and
Miksatko, Jan
 and
Gratch, Jonathan
 and
Thalmann, Daniel
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/EG2011/stars/075-100}
}
@inproceedings{
10.2312:EG2011/stars/127-149,
booktitle = {
Eurographics 2011 - State of the Art Reports},
editor = {
N. John and B. Wyvill
}, title = {{
Interactive Character Animation using Simulated Physics}},
author = {
Geijtenbeek, Thomas
 and
Pronost, Nicolas
 and
Egges, Arjan
 and
Overmars, Mark H.
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/EG2011/stars/127-149}
}
@inproceedings{
10.2312:EG2011/stars/151-184,
booktitle = {
Eurographics 2011 - State of the Art Reports},
editor = {
N. John and B. Wyvill
}, title = {{
Acoustic Rendering and Auditory-Visual Cross-Modal Perception and Interaction}},
author = {
Hulusic, Vedad
 and
Harvey, Carlo
 and
Tsingos, Nicolas
 and
Debattista, Kurt
 and
Walker, Steve
 and
Howard, David
 and
Chalmers, Alan
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1017-4656},
DOI = {
10.2312/EG2011/stars/151-184}
}

Browse

Recent Submissions

Now showing 1 - 7 of 7
  • Item
    A Survey on Video-based Graphics and Video Visualization
    (The Eurographics Association, 2011) Borgo, Rita; Chen, Min; Daubney, Ben; Grundy, Edward; Heidemann, Gunther; Höferlin, Benjamin; Höferlin, Markus; Jänicke, Heike; Weiskopf, Daniel; Xie, Xianghua; N. John and B. Wyvill
    In recent years, a collection of new techniques which deal with video as input data, emerged in computer graphics and visualization. In this survey, we report the state of the art in video-based graphics and video visualization. We provide a comprehensive review of techniques for making photo-realistic or artistic computer-generated imagery from videos, as well as methods for creating summary and/or abstract visual representations to reveal important features and events in videos. We propose a new taxonomy to categorize the concepts and techniques in this newlyemerged body of knowledge. To support this review, we also give a concise overview of the major advances in automated video analysis, as some techniques in this field (e.g., feature extraction, detection, tracking and so on) have been featured in video-based modeling and rendering pipelines for graphics and visualization.
  • Item
    Visualization for the Physical Sciences
    (The Eurographics Association, 2011) Lipsa, Dan R.; Laramee, Robert S.; Cox, Simon J.; Roberts, Jonathan C.; Walker, Rick; N. John and B. Wyvill
    Close collaboration with other scientific fields is seen as an important goal for the visualization community by leading researchers in visualization. Yet, engaging in a scientific collaboration can be challenging. Physical sciences, with its array of research directions, provide many exciting challenges for a visualization scientist which in turn create ample possibilities for collaboration.We present the first survey of its kind that provides a comprehensive view on existing work on visualization for the physical sciences. We introduce a novel classification scheme based on application area, data dimensionality and main challenge addressed and apply this classification scheme to each contribution from the literature. Our classification highlights mature areas in visualization for the physical sciences and suggests directions for future work. Our survey serves as a useful starting point for those interested in visualization for the physical sciences, namely astronomy, chemistry, earth sciences and physics.
  • Item
    Computational Plenoptic Imaging
    (The Eurographics Association, 2011) Wetzstein, Gordon; Ihrke, Ivo; Lanman, Douglas; Heidrich, Wolfgang; N. John and B. Wyvill
    The plenoptic function is a ray-based model for light that includes the color spectrum as well as spatial, temporal, and directional variation. Although digital light sensors have greatly evolved in the last years, one fundamental limitation remains: all standard CCD and CMOS sensors integrate over the dimensions of the plenoptic function as they convert photons into electrons; in the process, all visual information is irreversibly lost, except for a two-dimensional, spatially-varying subset - the common photograph. In this state of the art report, we review approaches that optically encode the dimensions of the plenpotic function transcending those captured by traditional photography and reconstruct the recorded information computationally.
  • Item
    A Survey on Temporal Coherence Methods in Real-Time Rendering
    (The Eurographics Association, 2011) Scherzer, Daniel; Yang, Lei; Mattausch, Oliver; Nehab, Diego; Sander, Pedro V.; Wimmer, Michael; Eisemann, Elmar; N. John and B. Wyvill
    Nowadays, there is a strong trend towards rendering to higher-resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever-increasing amount of computational power, the processing gain is counteracted to a high degree by increasingly complex and sophisticated pixel computations. For real-time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g., although full HD is possible, PS3 and XBox often render at lower resolutions). In order to achieve high-quality rendering at a lower cost, one can exploit temporal coherence (TC). The underlying observation is that a higher resolution and frame rate do not necessarily imply a much higher workload, but a larger amount of redundancy and a higher potential for amortizing rendering over several frames. In this state-of-the-art report, we investigate methods that make use of this principle and provide practical and theoretical advice on how to exploit temporal coherence for performance optimization. These methods not only allow incorporating more computationally intensive shading effects into many existing applications, but also offer exciting opportunities for extending high-end graphics applications to lower-spec consumer-level hardware. To this end, we first introduce the notion and main concepts of TC, including an overview of historical methods. We then describe a key data structure, the so-called reprojection cache, with several supporting algorithms that facilitate reusing shading information from previous frames, and finally illustrated its usefulness in various applications.
  • Item
    Believable Virtual Characters in Human-Computer Dialogs
    (The Eurographics Association, 2011) Jung, Yvonne; Kuijper, Arjan; Fellner, Dieter W.; Kipp, Michael; Miksatko, Jan; Gratch, Jonathan; Thalmann, Daniel; N. John and B. Wyvill
    For many application areas, where a task is most naturally represented by talking or where standard input devices are difficult to use or not available at all, virtual characters can be well suited as an intuitive man-machineinterface due to their inherent ability to simulate verbal as well as nonverbal communicative behavior. This type of interface is made possible with the help of multimodal dialog systems, which extend common speech dialog systems with additional modalities just like in human-human interaction. Multimodal dialog systems consist at least of an auditive and graphical component, and communication is based on speech and nonverbal communication alike. However, employing virtual characters as personal and believable dialog partners in multimodal dialogs entails several challenges, because this requires not only a reliable and consistent motion and dialog behavior but also regarding nonverbal communication and affective components. Besides modeling the mind and creating intelligent communication behavior on the encoding side, which is an active field of research in artificial intelligence, the visual representation of a character including its perceivable behavior, from a decoding perspective, such as facial expressions and gestures, belongs to the domain of computer graphics and likewise implicates many open issues concerning natural communication. Therefore, in this report we give a comprehensive overview how to go from communication models to actual animation and rendering.
  • Item
    Interactive Character Animation using Simulated Physics
    (The Eurographics Association, 2011) Geijtenbeek, Thomas; Pronost, Nicolas; Egges, Arjan; Overmars, Mark H.; N. John and B. Wyvill
    Physics simulation offers the possibility of truly responsive and realistic animation. Despite wide adoption of physics simulation for the animation of passive phenomena, such as rigid objects, fluids, cloths and rag-doll characters, commercial applications still resort to kinematics-based approaches for the animation of actively controlled characters. However, in recent years, research on interactive character animation using simulated physics has resulted in tremendous improvements in controllability, robustness, visual quality and usability. In this review, we present a structured evaluation of relevant aspects, approaches and techniques regarding interactive character animation using simulated physics, based on over two decades of research. We conclude by pointing out some open research areas and possible future directions.
  • Item
    Acoustic Rendering and Auditory-Visual Cross-Modal Perception and Interaction
    (The Eurographics Association, 2011) Hulusic, Vedad; Harvey, Carlo; Tsingos, Nicolas; Debattista, Kurt; Walker, Steve; Howard, David; Chalmers, Alan; N. John and B. Wyvill
    In recent years research in the 3-Dimensional sound generation field has been primarily focussed upon new applications of spatialised sound. In the computer graphics community the use of such techniques is most commonly found being applied to virtual, immersive environments. However, the field is more varied and diverse than this and other research tackles the problem in a more complete, and computationally expensive manner. However, simulation of light and sound wave propagation is still unachievable at a physically accurate spatio-temporal quality in real-time. Although the Human Visual System (HVS) and the Human Auditory System (HAS) are exceptionally sophisticated, they also contain certain perceptional and attentional limitations. Researchers, in fields such as psychology, have been investigating these limitations for several years and have come up with some findings which may be exploited in other fields. This STAR provides a comprehensive overview of the major techniques for generating spatialised sound and, in addition, discusses perceptual and cross-modal influences to consider. We also describe current limitations and provide an in-depth look at the emerging topics in the field.