Volume 24 (2005)
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Item Practical CFD Simulations on Programmable Graphics Hardware using SMAC(The Eurographics Association and Blackwell Publishing Ltd., 2005) Scheidegger, Carlos E.; Comba, Joao L. D.; Da Cunha, Rudnei D.The explosive growth in integration technology and the parallel nature of rasterization-based graphics APIs (Application Programming Interface) changed the panorama of consumer-level graphics: today, GPUs (Graphics Processing Units) are cheap, fast and ubiquitous. We show how to harness the computational power of GPUs and solve the incompressible Navier-Stokes fluid equations significantly faster (more than one order of magnitude in average) than on CPU solvers of comparable cost. While past approaches typically used Stam s implicit solver, we use a variation of SMAC (Simplified Marker and Cell). SMAC is widely used in engineering applications, where experimental reproducibility is essential. Thus, we show that the GPU is a viable and affordable processor for scientific applications. Our solver works with general rectangular domains (possibly with obstacles), implements a variety of boundary conditions and incorporates energy transport through the traditional Boussinesq approximation. Finally, we discuss the implications of our solver in light of future GPU features, and possible extensions such as three-dimensional domains and free-boundary problems.Item Pen-and-Ink for BlobTree Implicit Models(The Eurographics Association and Blackwell Publishing, Inc, 2005) Foster, K.; Jepp, P.; Wyvill, B.; Sousa, M.C.; Galbraith, C.; Jorge, J.A.Item EG Editorial(The Eurographics Association and Blackwell Publishing Ltd., 2005)Item Virtual Endoscopy in Research and Clinical Practice(The Eurographics Association and Blackwell Publishing Ltd., 2005) Bartz, DirkVirtual endoscopy is among the most active topics in virtual medicine and medical imaging. It focuses on the virtual representation of minimally invasive procedures for training, planning and diagnosis without an actual invasive intervention. In the past few years, virtual endoscopy modes have been transferred from research systems in virtually every commercial medical imaging software, but with varying quality and flexibility. This report covers concepts used in current systems in research and products, and how they might be applied to daily practice in health care. Specifically, I will start with an introduction into virtual endoscopy and the related medical field. This will also include typical scenarios of virtual endoscopy applications as they appear in clinical practice. This part will be followed by a discussion of the technical issues of virtual endoscopy and how they are addressed in currently available systems. Among these issues are navigation through the respective body organ and the orientation aids for the users. In addition, I will highlight the different rendering techniques used and its impact on rendering speed and quality.Item Acquisition, Synthesis, and Rendering of Bidirectional Texture Functions(The Eurographics Association and Blackwell Publishing Ltd., 2005) Mueller, G.; Meseth, J.; Sattler, M.; Sarlette, R.; Klein, R.One of the main challenges in computer graphics is still the realistic rendering of complex materials such as fabric or skin. The difficulty arises from the complex meso structure and reflectance behavior defining the unique look-and-feel of a material. A wide class of such realistic materials can be described as 2D-texture under varying light- and view direction, namely, the Bidirectional Texture Function (BTF). Since an easy and general method for modeling BTFs is not available, current research concentrates on image-based methods, which rely on measured BTFs (acquired real-world data) in combination with appropriate synthesis methods. Recent results have shown that this approach greatly improves the visual quality of rendered surfaces and therefore the quality of applications such as virtual prototyping. This state-of-the-art report (STAR) will present the techniques for the main tasks involved in producing photo-realistic renderings using measured BTFs in details.Item An Interactive Deformation System for Granular Material(The Eurographics Association and Blackwell Publishing Ltd., 2005) Onoue, Koichi; Nishita, TomoyukiComputer Graphics (CG) animations of natural phenomena are currently widely used for movies and in video games. Granular materials occur widely in nature, and therefore it is necessary that CG animations represent ground surfaces composed of a granular material as well as model deformations when the granular material comes into contact with other physical rigid objects (called solid objects). In this paper, we propose a deformation algorithm for ground surfaces composed of granular material. The deformation algorithm is divided into three steps: (1) detection of the collision between a solid object and the ground surface, (2) displacement of the granular material and (3) erosion of the material at steep slopes. The proposed algorithm can handle solid objects of various shapes, including concave polyhedra by additionally using a layered data structure called the Height Span Map. Furthermore, a texture sliding technique is presented to render the motion of granular materials. In addition, our implementation of the deformation algorithm can be used at interactive frame rates.Item VAST2003 5-7 November 2003(The Eurographics Association and Blackwell Publishing Ltd., 2005) Chalmers, Alan; Arnold, DavidItem GPU Simulation and Rendering of Volumetric Effects for Computer Games and Virtual Environments(The Eurographics Association and Blackwell Publishing, Inc, 2005) Krueger, Jens; Westermann, RuedigerItem Editorial(The Eurographics Association and Blackwell Publishing Ltd., 2005) Duke, David; Scopigno, RobertoItem N-Buffers for efficient depth map query(The Eurographics Association and Blackwell Publishing, Inc, 2005) Decoret, XavierItem Spectral Volume Rendering based on the Kubelka-Munk Theory(The Eurographics Association and Blackwell Publishing, Inc, 2005) Abdul-Rahman, Alfie; Chen, MinItem Perceptual Evaluation of Impostor Representations for Virtual Humans and Buildings(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hamill, J.; McDonnell, R.; Dobbyn, S.; O Sullivan, C.Item Movie Making at Pixar: A Collaboration of Art and Technology(The Eurographics Association and Blackwell Publishing, Inc, 2005) Cook, RobThis talk takes you behind the scenes at Pixar Animation Studios for an in-depth look at how its 3d computer graphics films are made. Making a computer animated film involves people with artistic talent and people with technical skills working together in close collaboration. The process starts with the development of the story and continues with modeling the geometry, adding articulation controls, using those controls to animate the characters, simulating things like water and cloth and hair, defining the look of the surfaces, putting lights in the scene, adding special effects, rendering, and post-production. Special emphasis is given to the roles of technology and computer graphics research in supporting the filmmaker.Item Fractional Fourier Texture Masks: Guiding Near-Regular Texture Synthesis(The Eurographics Association and Blackwell Publishing, Inc, 2005) Nicoll, A.; Meseth, J.; Mueller, G.; Klein, R.Item Garment Motion Capture Using Color-Coded Patterns(The Eurographics Association and Blackwell Publishing, Inc, 2005) Scholz, Volker; Stich, Timo; Keckeisen, Michael; Wacker, Markus; Magnor, MarcusItem Editorial(The Eurographics Association and Blackwell Publishing Ltd., 2005) Duke, David; Scopigno, RobertoItem An Efficient Information Hiding Algorithm for Polygon Models(The Eurographics Association and Blackwell Publishing, Inc, 2005) Wang, Chung-Ming; Cheng, Yu-MingItem 26th EUROGRAPHICS General Assembly(The Eurographics Association and Blackwell Publishing Ltd., 2005)Item Realistic or Abstract Imagery: The Future of Computer Graphics?(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hanrahan, PatThe big idea in computer graphics, what makes CG different from other ways of making images, is that CG represents images symbolically. The artist or designer creates a symbolic representation of the image, and the computer converts that representation to physical media. Because computational processes are so flexible, we have the freedom to invent any abstract representation that suits our needs.Somewhat surprisingly, most of computer graphics research has focused on the science and technology needed to make photorealistic images representing the physical world. In this talk, I will argue that we should shift our focus to developing techniques for manipulating abstract image representations. Historically, abstract imagery is more recent and more innovative than realistic imagery. Functionally, abstract image representations are often more informative and more expressive than realistic ones. More fundamentally, abstract image models better depict our mental models of the world, and are hence more useful to most people that use computer graphics in their work. In addition to motivating this line of research, I will outline some potentially promising research directions.Item A Semantic Space Partitioning Approach to Virtual Camera Composition(The Eurographics Association and Blackwell Publishing, Inc, 2005) Christie, Marc; Normand, Jean-Marie