EG UK Theory and Practice of Computer Graphics 2010

Permanent URI for this collection

Sheffield, United Kingdom

BibTeX (EG UK Theory and Practice of Computer Graphics 2010)
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/001-007,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Screen Space Re-Rendering for the Simulation of Concert Lighting}},
author = {
Stephenson, Ian
 and
Scanlan, Liam
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/001-007}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/009-016,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Efficient Image Blur in Web-Based Applications}},
author = {
Kraus, Martin
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/009-016}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/025-030,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Anisotropic Kuwahara Filtering with Polynomial Weighting Functions}},
author = {
Kyprianidis, Jan Eric
 and
Semmo, Amir
 and
Kang, Henry
 and
Döllner, Jürgen
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/025-030}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/017-024,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
ID-Based Rendering of Silhouettes on GPU}},
author = {
Diktas, Engin Deniz
 and
Sahiner, Ali Vahit
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/017-024}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/045-050,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
A Thin-plate CAD Mesh Model Splitting Approach Based on Fitting Primitives}},
author = {
Geng, Chun
 and
Suzuki, Hiromasa
 and
Yan, Dong-Ming
 and
Michikawa, Takasi
 and
Sato, Yuichi
 and
Hashima, Masayoshi
 and
Ohta, Eiji
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/045-050}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/031-037,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Rendering Large Point Datasets with GPU Shaders}},
author = {
Aguirre, Hugo
 and
Gutierrez, Diego
 and
Perrin, James S.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/031-037}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/039-044,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Surfel Based Geometry Reconstruction}},
author = {
Andersen, Vedrana
 and
Aanæs, Henrik
 and
Bærentzen, Jacob Andreas
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/039-044}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/059-066,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
An Improved Discrete Level of Detail Model Through an Incremental Representation}},
author = {
Ribelles, Jose
 and
López, Angeles
 and
Belmonte, Oscar
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/059-066}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/067-074,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Agent-based Large Scale Simulation of Pedestrians With Adaptive Realistic Navigation Vector Fields}},
author = {
Karmakham, Twin
 and
Richmond, Paul
 and
Romano, Daniela M.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/067-074}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/051-058,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Multiresolution Modeling Using Fractal Image Compression Techniques}},
author = {
Belmonte, Óscar
 and
Sancho, Sergio
 and
Ribelles, José
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/051-058}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/075-081,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Computer Modelling of Theatrical Sets}},
author = {
Stephenson, Ian
 and
Pride, Rebecca
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/075-081}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/099-105,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Using Processing to Develop iCove: a Tool for Interactive Coastal Oceanographic Visualization}},
author = {
George, Richard L. S. F.
 and
Roberts, Jonathan C.
 and
Davies, Alan G.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/099-105}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/107-114,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Perception of Clones in Forest Rendering}},
author = {
Purvis, Alan
 and
Sundstedt, Veronica
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/107-114}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/091-098,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Real-Time Traffic Simulation Using Cellular Automata}},
author = {
Applegate, Christopher S.
 and
Laycock, Stephen D.
 and
Day, Andy M.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/091-098}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/083-090,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Approximating Poisson Disk Distributions by Means of a Stochastic Dither Array}},
author = {
Alford, Jennifer R.
 and
Sheppard, David G.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/083-090}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/123-126,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Virtual Femoral Palpation Simulation for Interventional Radiology Training}},
author = {
Coles, Timothy R.
 and
Gould, Derek A.
 and
John, Nigel W.
 and
Caldwell, Darwin G.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/123-126}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/127-130,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Implicit Surface Reconstruction and Feature Detection with a Learning Algorithm}},
author = {
Kaye, David
 and
Ivrissimtzis, Ionnis
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/127-130}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/115-122,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Computer Graphics Education and the understanding of pixel plotting algorithms using Growth Aggregation models}},
author = {
Roberts, Jonathan
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/115-122}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/131-138,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Pattern Recognition in Cytopathology for Papanicolaou Screening}},
author = {
Blackledge, Jonathan
 and
Dubovitskiy, D. A.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/131-138}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/139-142,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Evaluation of A Viseme-Driven Talking Head}},
author = {
Dey, Priya
 and
Maddock, Steve
 and
Nicolson, Rod
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/139-142}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/143-150,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Craniofacial Reconstruction Based on Skull-face Models Extracted from MRI Datasets}},
author = {
Salas, Miguel
 and
Maddock, Steve
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/143-150}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/159-166,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Remote Scientific Visualization for Large Datasets}},
author = {
Turner, Martin
 and
Leaver, George
 and
Perrin, James
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/159-166}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/151-158,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Interval Based Data Structure Optimization}},
author = {
Duffy, Brian
 and
Carr, Hamish
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/151-158}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/175-182,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
From Tabular Data to Metaphoric Landscape Visualisation - A Template-based Approach}},
author = {
Mohamed, Farhan
 and
Chen, Min
 and
Grant, Phil W.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/175-182}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/183-190,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Audio-Visual Animation of Urban Space}},
author = {
Richmond, Paul
 and
Smyrnova, Yuliya
 and
Maddock, Steve
 and
Kang, Jian
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/183-190}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/167-174,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
An Evaluation of the use of Clustering Coefficient as a Heuristic for the Visualisation of Small World Graphs}},
author = {
McGee, Fintan
 and
Dingliana, John
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/167-174}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/207-214,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Using the Discrete Fourier Transform for Character Motion Blending and Manipulation - a Streamlined Approach}},
author = {
Molnos, Michael R. L.
 and
Laycock, Stephen D.
 and
Day, Andy M.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/207-214}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/241-248,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Integrating Haptic Interaction Into An Existing Virtual Environment Toolkit}},
author = {
Scopes, Peter
 and
Smith, Shamus P.
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/241-248}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/215-222,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Animating Horse Gaits and Transitions}},
author = {
Murphy, James E.
 and
Carr, Hamish
 and
O'Neill, Michael
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/215-222}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/231-239,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
A Multi-Windows Approach for Sketch-Based Conceptual Design System}},
author = {
Gharib, Islam
 and
Qin, Shengfeng
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/231-239}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/223-230,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Sketch-Based Posing of 3D Faces for Facial Animation}},
author = {
Gunnarsson, Orn
 and
Maddock, Steve
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/223-230}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/191-198,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
The Effect of Discretised and Fully Converged Spatialised Sound on Directional Attention and Distraction}},
author = {
Harvey, Carlo
 and
Walker, Steve
 and
Bashford-Rogers, Thomas
 and
Debattista, Kurt
 and
Chalmers, Alan
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/191-198}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/199-206,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Comparison of Different Types of Visemes using a Constraint-based Coarticulation Model}},
author = {
Lazalde, Oscar M. Martinez
 and
Maddock, Steve
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/199-206}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/249-254,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
Anatomically Plausible Surface Alignment and Reconstruction}},
author = {
Paulsen, Rasmus R.
 and
Larsen, Rasmus
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/249-254}
}
@inproceedings{
10.2312:LocalChapterEvents/TPCG/TPCG10/255-262,
booktitle = {
Theory and Practice of Computer Graphics},
editor = {
John Collomosse and Ian Grimstead
}, title = {{
3D Modelling of Complex Biological Structures: The Oviduct}},
author = {
Burkitt, Mark
 and
Romano, Daniela M.
 and
Walker, Dawn C.
 and
Fazeli, Alireza
}, year = {
2010},
publisher = {
The Eurographics Association},
ISBN = {978-3-905673-75-3},
DOI = {
10.2312/LocalChapterEvents/TPCG/TPCG10/255-262}
}

Browse

Recent Submissions

Now showing 1 - 35 of 35
  • Item
    Screen Space Re-Rendering for the Simulation of Concert Lighting
    (The Eurographics Association, 2010) Stephenson, Ian; Scanlan, Liam; John Collomosse and Ian Grimstead
    The visualisation of modern concert lighting requires complex illumination models to be calculated at interactive frame rates. Each light may have 20 or more parameters which are all changing in real time. Here we present a technique which allows static scenes with rapidly changing illumination to be re-rendered quickly in graphics hardware, with support for arbitrary geometry, complex BRDFs, shadowing and volumetric fogging. The rendering algorithm is re-factored to allow changing lighting to be applied to scenes which are otherwise fully rendered, minimising the calculation required when lights are moved.
  • Item
    Efficient Image Blur in Web-Based Applications
    (The Eurographics Association, 2010) Kraus, Martin; John Collomosse and Ian Grimstead
    Scripting languages require the use of high-level library functions to implement efficient image processing; thus, real-time image blur in web-based applications is a challenging task unless specific library functions are available for this purpose. We present a pyramid blur algorithm, which can be implemented using a subimage copy function, and evaluate its performance with various web browsers in comparison to an infinite impulse response filter. While this pyramid algorithm was first proposed for GPU-based image processing, its applicability to web-based applications indicates that some GPU techniques are of more general interest than previously assumed.
  • Item
    Anisotropic Kuwahara Filtering with Polynomial Weighting Functions
    (The Eurographics Association, 2010) Kyprianidis, Jan Eric; Semmo, Amir; Kang, Henry; Döllner, Jürgen; John Collomosse and Ian Grimstead
    In this work we present new weighting functions for the anisotropic Kuwahara filter. The anisotropic Kuwahara filter is an edge-preserving filter that is especially useful for creating stylized abstractions from images or videos. It is based on a generalization of the Kuwahara filter that is adapted to the local shape of features. For the smoothing process, the anisotropic Kuwahara filter uses weighting functions that use convolution in their definition. For an efficient implementation, these weighting functions are usually sampled into a texture map. By contrast, our new weighting functions do not require convolution and can be efficiently computed directly during the filtering in real-time. We show that our approach creates output of similar quality as the original anisotropic Kuwahara filter and present an evaluation scheme to compute the new weighting functions efficiently by using rotational symmetries.
  • Item
    ID-Based Rendering of Silhouettes on GPU
    (The Eurographics Association, 2010) Diktas, Engin Deniz; Sahiner, Ali Vahit; John Collomosse and Ian Grimstead
    When rendering object-silhouettes preprocessing is generally done primarily on the CPU. To this end primitive normals must be made consistent and the silhouette-edges need to be extracted every time the view-point is changed. In this paper we propose a pure image-based GPU-method where IDs of triangles are rendered to a texture and silhouettes are extracted based on the information stored in that texture. With this method the geometry does not need to be preprocessed or reprocessed when the view-point or the geometry is changed. Another important advantage of the proposed method over any Z-buffer based method is that it does not require any threshold value to compare against the difference between depth-values of the neighboring pixels which is difficult to adjust in perspective projection.
  • Item
    A Thin-plate CAD Mesh Model Splitting Approach Based on Fitting Primitives
    (The Eurographics Association, 2010) Geng, Chun; Suzuki, Hiromasa; Yan, Dong-Ming; Michikawa, Takasi; Sato, Yuichi; Hashima, Masayoshi; Ohta, Eiji; John Collomosse and Ian Grimstead
    Extracting structural information from mesh models is crucial for Simulation Driven Design (SDD) in industrial applications. Focusing on thin-plate CAD mesh models (the most commonly used parts in electronic products such as PCs, mobile phones and so on), we present an algorithm based on primitive fitting for segmenting thin-plate CAD mesh models into parts of three different types, two of which are extruding surfaces and the other is a lateral surface. This method can be used for solid model reconstruction in the SDD process. Our approach involves two steps. First, a completely automatic method for accurate primitive fitting on CAD meshes is proposed based on the hierarchical primitive fitting framework. In the second step, a novel procedure is proposed for splitting thin-plate CAD mesh models by detecting parallel extruding surfaces and lateral surfaces. The method presented here has been proved to work smoothly in applications of real product design.
  • Item
    Rendering Large Point Datasets with GPU Shaders
    (The Eurographics Association, 2010) Aguirre, Hugo; Gutierrez, Diego; Perrin, James S.; John Collomosse and Ian Grimstead
    This paper demonstrates how programmable GPUs are a powerful tool to display large point datasets at an interactive frame rate. Point datasets are commonly used to analyse and solve complex problems, but rendering them is always an expensive task in computational terms. This paper researches the possibilities that GPUs and shading languages offer for rendering large datasets on modest computers and the improvements in speed and quality. GPU techniques to represent scalar and vector glyph are also described. The GPU method is compared with common methods, such as using polygons or textures. The shader glyphs are drawn onto planar primitives using equations to generate surface, lighting and depth information. The improved computational efficiency allows the display of larger datasets with a simultaneous increase in visual quality.
  • Item
    Surfel Based Geometry Reconstruction
    (The Eurographics Association, 2010) Andersen, Vedrana; Aanæs, Henrik; Bærentzen, Jacob Andreas; John Collomosse and Ian Grimstead
    We propose a method for retrieving a piecewise smooth surface from noisy data. In data acquired by a scanning process sampled points are almost never on the discontinuities making reconstruction of surfaces with sharp features difficult. Our method is based on a Markov Random Field (MRF) formulation of a surface prior, with the surface represented as a collection of small planar patches, the surfels, associated with each data point. The main advantage of using surfels is that we avoid treating data points as vertices. MRF formulation of the surface prior allows us to separately model the likelihood (related to the mesh formation process) and the local surface properties. We chose to model the smoothness by considering two terms: the parallelism between neighboring surfels, and their overlap. We have demonstrated the feasibility of this approach on both synthetical and scanned data. In both cases sharp features were precisely located and planar regions smoothed.
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    An Improved Discrete Level of Detail Model Through an Incremental Representation
    (The Eurographics Association, 2010) Ribelles, Jose; López, Angeles; Belmonte, Oscar; John Collomosse and Ian Grimstead
    Real-time applications such as computer and video games, virtual reality and scientific simulation require rendering of complex models for realism. Graphics rendering engines include multiresolution modelling techniques to accelerate the visualization process. The Discrete Level of Detail framework (DLoD) is usually the most popular while the Continuous Level of Detail framework (CLoD) is still not as widely used by software developers. In this paper, we first discuss the benefits and drawbacks of both frameworks. Then, we present a model based on coding a discrete number of levels of detail (LoDs), with more LoDs coded than is usual in DLoD, and with an incremental representation, which is often used in CLoD. This model obtains a performance similar to DLoD by providing optimized LoDs for efficient visualization, while the popping effect is imperceptible. We present specific proposals for each of the three main stages involved in multiresolution processing: geometry simplification, construction of the incremental representation and retrieval of either uniform or view-dependent LoDs.
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    Agent-based Large Scale Simulation of Pedestrians With Adaptive Realistic Navigation Vector Fields
    (The Eurographics Association, 2010) Karmakham, Twin; Richmond, Paul; Romano, Daniela M.; John Collomosse and Ian Grimstead
    A large scale pedestrian simulation method, implemented with an agent based modelling paradigm, is presented within this paper. It allows rapid prototyping and real-time modifications, suitable for quick generation and testing of the viability of pedestrian movement in urban environments. The techniques described for pedestrian simulation make use of parallel processing through graphics card hardware allowing simulation scales to far exceed those of serial frameworks for agent based modelling. The simulation has been evaluated through benchmarking of the performances manipulating population size, navigation grid, and averaged simulation steps. The results demonstrate that this is a robust and scalable method for implementing pedestrian navigation behaviour. Furthermore an algorithm for generating smooth and realistic pedestrian navigation paths that works well in both small and large spaces is presented. An adaptive smoothing function has been utilised to optimise the path used by pedestrian agents to navigate around in a complex dynamic environment. Optimised and un-optimised vectors maps obtained by applying or not such function are compared, and the results show that the optimized path generates a more realistic flow.
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    Multiresolution Modeling Using Fractal Image Compression Techniques
    (The Eurographics Association, 2010) Belmonte, Óscar; Sancho, Sergio; Ribelles, José; John Collomosse and Ian Grimstead
    This work presents a new approach to the multiresolution modeling of polygonal meshes. This approach is based on the theoretically well-established fractal image compression techniques. A polygonal mesh is represented as a fractal using an iterated function system (IFS). In this way, a level of detail can be obtained over a region of the mesh by successively iterating the IFS. The main advantage is that it becomes possible to recover new levels of detail that were not present in the original mesh, so that the quality is not lost as the observer approaches the mesh. Another characteristic is that the same representation can be used over textures, and in this case the algorithm is directly implemented over the GPU. The visualization time obtained allows this new approach to be used in real-time interactive computer graphic applications.
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    Computer Modelling of Theatrical Sets
    (The Eurographics Association, 2010) Stephenson, Ian; Pride, Rebecca; John Collomosse and Ian Grimstead
    Here we discuss the design and implementation of a modelling tool specifically targeted for use by designers of theatrical sets. By applying domain specific knowledge and contraints to the design of the software, we demonstrate a system which can be used without signifigant training, by users with no previous computer graphics experience. We present initial end user experiences of using the tool in designing a real production of The First Arabian Night .
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    Using Processing to Develop iCove: a Tool for Interactive Coastal Oceanographic Visualization
    (The Eurographics Association, 2010) George, Richard L. S. F.; Roberts, Jonathan C.; Davies, Alan G.; John Collomosse and Ian Grimstead
    We have been developing iCove: the interactive coastal oceanographic visualization environment. The challenge for the ocean scientists is that their models are complex and the datasets that are generated are huge. Furthermore, the oceanographers wish to interactively investigate and quantitatively compare different runs of these models. We propose a novel visual analytics tool to permit detailed exploration through interactive data querying to enable their analysis. This paper presents our experience of building iCove in Processing especially in comparison with our previous oceanographic tool building in VTK.
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    Perception of Clones in Forest Rendering
    (The Eurographics Association, 2010) Purvis, Alan; Sundstedt, Veronica; John Collomosse and Ian Grimstead
    The application of instanced clones represents a powerful technique for reducing the time and space requirements of the storage and visualization of large populations of similar objects. This paper presents the results of several perceptual experiments into the application of cloning to plant populations, within the context of a project to explore the use of resource-acquisition based techniques to model plant distributions. The perceptive effects of clone rotation on human subjects will be explored, with the goal of stratifying clone rotations and minimizing their detection. The perceptual effects of clone number, plant species heterogeneity and appearance will also be explored.
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    Real-Time Traffic Simulation Using Cellular Automata
    (The Eurographics Association, 2010) Applegate, Christopher S.; Laycock, Stephen D.; Day, Andy M.; John Collomosse and Ian Grimstead
    In this paper, we present a method to simulate large-scale traffic networks, at real-time frame-rates. Our novel contributions include a method to automatically generate a road graph from real-life data, and our extension to a discrete traffic model, which we use to simulate traffic, demonstrating continuous vehicle motion between discrete locations. Given Ordnance Survey data, we automatically generate a road graph, identifying roads, junctions, and their connections. We distribute cells at regular intervals throughout the graph, which are used as discrete vehicle locations in our traffic model. Vehicle positions are then interpolated between cells to obtain continuous animation. We test the performance of our model using a 500 x 500m2 area of a real city, and demonstrate that our model can simulate over 600 vehicles at real-time frame-rates (greater than 80 percent network density).
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    Approximating Poisson Disk Distributions by Means of a Stochastic Dither Array
    (The Eurographics Association, 2010) Alford, Jennifer R.; Sheppard, David G.; John Collomosse and Ian Grimstead
    Achieving blue noise point set distributions has been a common goal of two largely separate research communities: computer graphics and digital halftoning. Computer graphics research has focused largely on geometric solutions in continuous spaces. Digital halftoning research has focused on signal processing solutions in discrete imagebased space. Usage of Poisson Disk point sets in computer graphics has grown beyond sampling, including object distribution and texturing, among others. The image-based field of digital halftoning can provide additional tools for graphics researchers and practitioners. It is of interest to explore the suitability of digital halftoning technology to two classic problems in computer graphics: (1) approximating Poisson Disk point distributions of constant density and (2) importance sampling of an underlying importance function. Exemplary methods from each field are implemented and, by applying well-established measures of the radially averaged power spectrum and anisotropy plots, are shown to be quite similar, although the approaches are mathematically not equivalent. Additionally, we compare the relative radius of the point sets. Further, the ability of dither array construction techniques to shape spectral characteristics of dot patterns is shown with several variations of design parameters.
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    Virtual Femoral Palpation Simulation for Interventional Radiology Training
    (The Eurographics Association, 2010) Coles, Timothy R.; Gould, Derek A.; John, Nigel W.; Caldwell, Darwin G.; John Collomosse and Ian Grimstead
    A femoral palpation simulation for training purposes has been developed to simulate the initial steps of the Seldinger technique which is currently neglected in both commercial and academic medical training simulations. The simulation co-locates visual and haptic feedback through the use of an augmented reality video see-through visualisation whilst requiring no headwear to be worn. The visual simulation implements shadowing of the users real hand in the virtual world to increase depth perception, textured deformable tissue and visually realistic cloth, whilst haptic feedback combines both tactile and force feedback based on in-vivo measured force and tactile data. The simulation is a work in progress and is to undergo validation.
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    Implicit Surface Reconstruction and Feature Detection with a Learning Algorithm
    (The Eurographics Association, 2010) Kaye, David; Ivrissimtzis, Ionnis; John Collomosse and Ian Grimstead
    We propose a new algorithm for implicit surface reconstruction and feature detection. The algorithm is based on a self organising map with the connectivity of a regular 3D grid that can be trained into an implicit representation of surface data. The implemented self organising map stores not only its current state but also its recent training history which can be used for feature detection. Preliminary results show that the proposed algorithm gives good quality reconstructions and can detect various types of feature.
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    Computer Graphics Education and the understanding of pixel plotting algorithms using Growth Aggregation models
    (The Eurographics Association, 2010) Roberts, Jonathan; John Collomosse and Ian Grimstead
    It is sometimes difficult to teach fundamental aspects of computer graphics, especially pixel plotting techniques, as some students fail to engage with the material. In this paper we describe a constructionist approach to help students learn about fundamental computer graphics techniques. By getting the students to develop code that performs a growth aggregation model, principally using Diffusion Limited Aggregation techniques, reflect upon that code and make a critical analysis of their own work in a report we hope the students will learn the material. An evaluation of two years of students' work, their results and various indicators suggest that this approach has been successful and the students engaged with the material better
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    Pattern Recognition in Cytopathology for Papanicolaou Screening
    (The Eurographics Association, 2010) Blackledge, Jonathan; Dubovitskiy, D. A.; John Collomosse and Ian Grimstead
    A unique space oriented filer is presented in order to detect and isolate the cell of a nucleus for applications in cytopathology. A classification method for nuclei is then considered based on the application of a set of features which includes certain fractal parameters. Segmentation algorithms are considered in which a self-adjustable sharpening filter is designed to enhance object location. Although the methods discussed and the algorithms developed have a range of applications, in this work we focus on the engineering of a system for automating a Papanicolaou screening test using standard optical images
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    Evaluation of A Viseme-Driven Talking Head
    (The Eurographics Association, 2010) Dey, Priya; Maddock, Steve; Nicolson, Rod; John Collomosse and Ian Grimstead
    This paper introduces a three-dimensional virtual head for use in speech tutoring applications. The system achieves audiovisual speech synthesis using viseme-driven animation and a coarticulation model, to automatically generate speech from text. The talking head was evaluated using a modified rhyme test for intelligibility. The audiovisual speech animation was found to give higher intelligibility of isolated words than acoustic speech alone.
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    Craniofacial Reconstruction Based on Skull-face Models Extracted from MRI Datasets
    (The Eurographics Association, 2010) Salas, Miguel; Maddock, Steve; John Collomosse and Ian Grimstead
    We present a method for extracting skull and face models from MRI datasets and show how the resulting dataset is used in a craniofacial reconstruction (CFR) system. Datasets for 60 individuals are used to produce a database of 3D skull-face models, which are then used to give faces to unknown skulls. In addition to the skull-face geometry, other information about the individuals is known and can be used to aid the reconstruction process. The results of the system were evaluated using different criteria providing the system with different combinations of age, gender, body build and geometric skull features. Based on a surface to surface distance metric, the real and estimated faces produced were compared using different head models from the database with a leave-one-out strategy. The reconstruction scores obtained with our CFR system were comparable in magnitude (average distance less than 2.0 mm) to other craniofacial reconstruction systems. The results suggest that it is possible to obtain acceptable face estimations in a CFR system based on skull-face information derived from MRI data.
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    Remote Scientific Visualization for Large Datasets
    (The Eurographics Association, 2010) Turner, Martin; Leaver, George; Perrin, James; John Collomosse and Ian Grimstead
    Remote scientific visualization, where rendering services are provided by larger scale systems than are available on the desktop, are becoming increasingly important as dataset sizes increase beyond the capabilities of desktop workstations. Uptake of such services relies on access to suitable visualization applications and the ability to view the resulting visualization in a convenient form. We apply five rules from the e-Science community to meet these goals with the porting of a commercial visualization package to a large scale system and the integration of this code with the Access Grid. Example use cases from Materials Science are considered.
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    Interval Based Data Structure Optimization
    (The Eurographics Association, 2010) Duffy, Brian; Carr, Hamish; John Collomosse and Ian Grimstead
    Isosurface extraction is a widely exploited visualization technique for volumetric data on all manner of grid representation. The basic technique is often used to explore and measure many properties of data sets of ever increasing size. Therefore, data structures and algorithms that facilitate interactive exploration and fast processing of isosurfaces of large data sets is of paramount importance. While many optimal methods have been proposed to accelerate isosurface extraction, many of these algorithms have limitations with regards to storage costs and data quantization. In some cases these limitations preclude their practical application. We present a very simple clustering and volume compression technique based on observations in the span space and show that applying this technique to existing methods can reduce their storage cost. We show results for real data validating our technique.
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    From Tabular Data to Metaphoric Landscape Visualisation - A Template-based Approach
    (The Eurographics Association, 2010) Mohamed, Farhan; Chen, Min; Grant, Phil W.; John Collomosse and Ian Grimstead
    This paper presents a template-based approach to the generation of metaphoric visualisation from tabular data. This technique allows a coherent transformation between a relatively abstract visual representation (e.g., a treemap) to a more expressive metaphor (e.g., a virtual atlas). It enables easy customisation of existing metaphors by ordinary users and uncomplicated introduction of new metaphors by expert users. It provides automation in much of the pipeline for creating a metaphoric visualisation, except aspects where crucial semantic input is necessary. The technique was realised in a software system, vis4me2. As a case study, the outcome of the latest UK Research Assessment Exercise (RAE2008) was used to demonstrate the usability and effectiveness of this technique.
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    Audio-Visual Animation of Urban Space
    (The Eurographics Association, 2010) Richmond, Paul; Smyrnova, Yuliya; Maddock, Steve; Kang, Jian; John Collomosse and Ian Grimstead
    We present a technique for simulating accurate physically modelled acoustics within an outdoor urban environment and a tool that presents the acoustics alongside a visually rendered counterpart. Acoustic modelling is achieved by using a mixture of simulating ray-traced specular sound wave reflections and applying radiosity to simulate diffuse reflections. Sound rendering is applied to the energy response of the acoustic modelling stage and is used to produce a number of binaural samples for playback with headphones. The visual tool which has been created unites the acoustic renderings with an accurate 3D representation of the virtual environment. As part of this tool an interpolation technique has been implemented allowing a user controlled walkthrough of the simulated environment. This produces better sound localisation effects than listening from a set number of static locations.
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    An Evaluation of the use of Clustering Coefficient as a Heuristic for the Visualisation of Small World Graphs
    (The Eurographics Association, 2010) McGee, Fintan; Dingliana, John; John Collomosse and Ian Grimstead
    Many graphs modelling real-world systems are characterised by a high edge density and the small world properties of a low diameter and a high clustering coefficient. In the "small world" class of graphs, the connectivity of nodes follows a power-law distribution with some nodes of high degree acting as hubs. While current layout algorithms are capable of displaying two dimensional node-link visualisations of large data sets, the results for dense small world graphs can be aesthetically unpleasant and difficult to read. In order to make the graph more understandable, we suggest dividing it into clusters built around nodes of interest to the user. This paper describes a graph clustering using the average clustering coefficient as a heuristic for determining which node a vertex should be assigned to. We propose that the use of clustering coefficient as a heuristic aids in the formation of high quality clusters that consist of nodes that are conceptually related to each other. We evaluate the impact of using the clustering coefficient heuristic against other approaches. Once the clustering is performed we lay out the graph using a force directed approach for each clustering individually.
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    Using the Discrete Fourier Transform for Character Motion Blending and Manipulation - a Streamlined Approach
    (The Eurographics Association, 2010) Molnos, Michael R. L.; Laycock, Stephen D.; Day, Andy M.; John Collomosse and Ian Grimstead
    Motion capture data allows natural-looking motion to be bestowed upon simulated characters. Research has sought ways of extending the range of motions it can reproduce. One such method involves blending between captured sequences in the frequency domain. This paper streamlines the approach taken by similar previous work. Higher efficiency is obtained both by shifting computations from runtime to pre-processing and by using a simpler technique, which is also more flexible allowing the method to be used for a greater range of motions. Furthermore, the already-known use of a triangular network defining a continuous blending space is instead presented as an adjustable interface element which is both intuitive and more flexible than applied to earlier work. As before input data may be sparse yet still allows the creation of a continuous spectrum of subtly varying motions, enabling characters to integrate well in their environment. Weighting calculation, blending and Fourier synthesis of realistic-looking motion using five harmonics requires 0.39 ?s per degree of freedom for each frame in the created sequence - a one-off cost incurred only when blending ratios change. This figure can be improved further using the proposed level-of-detail adjustments, which, combined with its small memory footprint, makes the method particularly suitable for the simulation of crowds.
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    Integrating Haptic Interaction Into An Existing Virtual Environment Toolkit
    (The Eurographics Association, 2010) Scopes, Peter; Smith, Shamus P.; John Collomosse and Ian Grimstead
    There is increasing demand for haptic, or touch-based, interaction in virtual environments. Although many haptic devices come with APIs to enable the development of haptic-based applications, many do not provide the same level of graphical support available in virtual environment or game technology toolkits. This paper will discuss the integration of haptic interaction into an existing virtual environment toolkit. By creating a flexible middleware component, haptic interaction and force feedback for a haptic device can augment sensory experiences in existing virtual environments. A user study was conducted to evaluate the integration of haptics and realistic physics in an example virtual environment.
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    Animating Horse Gaits and Transitions
    (The Eurographics Association, 2010) Murphy, James E.; Carr, Hamish; O'Neill, Michael; John Collomosse and Ian Grimstead
    Animations of horses are commonly used for entertainment purposes. A realistic animated model must move with a gait appropriate to its velocity. We present a kinematic animation system in which a horse model moves using gaits and transitions based on predictions from Dynamic Similarity theory. A Genetic Programming technique is used to evolve gait motion with dynamically adjustable limb extent. The system is controlled in real-time using a MIDI controller system based around the model's Froude number. We were successful in producing high quality animations of the horse's natural gaits and transitions.
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    A Multi-Windows Approach for Sketch-Based Conceptual Design System
    (The Eurographics Association, 2010) Gharib, Islam; Qin, Shengfeng; John Collomosse and Ian Grimstead
    Sketching plays a very important role in conceptual design. In this early stage of the design process, designers have developed some ways to help them to explore designs. Sketching is one of these methods. In this paper, a study of sketch nature was carried and a proposed sketch-based interface for modeling was designed. The sketch nature study investigated the cognitive activities in sketching process, analyzed sketches of design students and professional designers, and collected data about sketching process and sketch-based systems requirements from designers to develop sketching scenarios and determine sketch-based systems requirements. These requirements were used to design a proposed sketch-based system for conceptual design with a multi-windows approach. The proposed system aims to provide an easy way for designers to sketch freely and for ideas to flow easily by using a multi-windows approach for sketching, 3D generation and rendering.
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    Sketch-Based Posing of 3D Faces for Facial Animation
    (The Eurographics Association, 2010) Gunnarsson, Orn; Maddock, Steve; John Collomosse and Ian Grimstead
    This paper presents a novel approach to creating 3D facial animation using a sketch-based interface where the animation is generated by interpolating a sequence of sketched key poses. The user does not need any knowledge of the underlying mechanism used to create different expressions or facial poses, and no animation controls or parameters are directly manipulated. Instead, the user sketches the desired shape of a facial feature and the system reconstructs a 3D feature which fits the sketched stroke. This is achieved using a maximum likelihood framework where a statistical model in conjunction with Hidden Markov Models handles sketch detection, and a hierarchical statistical mapping approach reconstructs a posed 3D mesh from a low-dimensional representation.
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    The Effect of Discretised and Fully Converged Spatialised Sound on Directional Attention and Distraction
    (The Eurographics Association, 2010) Harvey, Carlo; Walker, Steve; Bashford-Rogers, Thomas; Debattista, Kurt; Chalmers, Alan; John Collomosse and Ian Grimstead
    A major challenge in Virtual Reality (VR) is to be able to provide interactive rates of realism. However this is very computationally demanding and only recently has high-fidelity rendering become close to interactive rates through a series of novel exploitations of visual perception; to render parts of the scene that are not currently being attended by the viewer at a much lower quality without the difference being perceived. This paper investigates the effect spatialised directional sounds, both discrete and converged have on the visual attention of the user with and without an auditory cue present in the scene. We verify the worth of investigating subliminal saccade shifts from directional audio impulses via a pilot study to eye track participant's free viewing a scene with an audio impulse and an acoustic identifier and also with an audio impulse and no acoustic identifier versus a control. By selecting look zones, we can identify how long users are spending attending a particular area of a scene in these scenarios. This work also investigates whether the effect prevailed, and if so to what extent, with discretised spatialised sound as opposed to a fully converged audio sample. We also present a novel technique for generating interactive discrete acoustic samples from arbitrary geometry. We show that even without an acoustic identifier in the scene, directional sound provides enough of an impulse to guide subliminal saccade shifts and affect perception in such a way that this can be used to guide selective rendering of the scenes.
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    Comparison of Different Types of Visemes using a Constraint-based Coarticulation Model
    (The Eurographics Association, 2010) Lazalde, Oscar M. Martinez; Maddock, Steve; John Collomosse and Ian Grimstead
    A common approach to producing visual speech is to interpolate the parameters describing a sequence of mouth shapes, known as visemes, where visemes are the visual counterpart of phonemes. A single viseme typically represents a group of phonemes that are visually similar. Often these visemes are based on the static poses used in producing a phoneme. In this paper we investigate alternative representations for visemes, produced using motion-captured data, in conjunction with a constraint-based approach for visual speech production. We show that using visemes which incorporate more contextual information produces better results that using static pose visemes.
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    Anatomically Plausible Surface Alignment and Reconstruction
    (The Eurographics Association, 2010) Paulsen, Rasmus R.; Larsen, Rasmus; John Collomosse and Ian Grimstead
    With the increasing clinical use of 3D surface scanners, there is a need for accurate and reliable algorithms that can produce anatomically plausible surfaces. In this paper, a combined method for surface alignment and reconstruction is proposed. It is based on an implicit surface representation combined with a Markov Random Field regularisation method. Conceptually, the method maintains an implicit ideal description of the sought surface. This implicit surface is iteratively updated by realigning the input point sets and Markov Random Field regularisation. The regularisation is based on a prior energy that has earlier proved to be particularly well suited for human surface scans. The method has been tested on full cranial scans of ten test subjects and on several scans of the outer human ear.
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    3D Modelling of Complex Biological Structures: The Oviduct
    (The Eurographics Association, 2010) Burkitt, Mark; Romano, Daniela M.; Walker, Dawn C.; Fazeli, Alireza; John Collomosse and Ian Grimstead
    A novel technique using a particle system constrained by Newtonian forces is presented for the algorithmic construction of small scale, complex 3D biological structures based on real world biological data. This allows models of structures too small to be accurately recreated using medical imaging technologies such as Magnetic Resonance Imaging (MRI) to be created. The resulting model provides a geometrically realistic 3D environment which can be used to study the biological interactions which occur within. The technique is used to create a model of an oviduct, but could also be applied to similar organs such as the colon. The model is validated using measurements and visual comparisons from biological data. Finally, the technique is implemented using single-core and multi-core CPU techniques and using GPU acceleration. The performance of each implementation is then compared.