EG 2013 - Tutorials
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Item Video Visualization(The Eurographics Association, 2013) Borgo, Rita; Chen, Min; Höferlin, Markus; Kurzhals, Kuno; Legg, Phil; Walton, Simon; Weiskopf, Daniel; Diego Gutierrez and Karol MyszkowskiVideo data, generated by the entertainment industry, security and traffic cameras, video conferencing systems, video emails, and so on, is particularly time-consuming to process by human beings. The field of visualization has provided this challenging problem with a collection of techniques that transform videos to different visual forms in order to reduce the time required to watch the video. In this tutorial, we will introduce the concept of video visualization, and several elementary techniques for processing and rendering a video into a compact visual representation. We will describe a family of visual representations, a set of insight obtained from empirical studies, and a collection of applications.Item Computational Displays: Combining Optical Fabrication, Computational Processing, and Perceptual Tricks to Build the Displays of the Future(The Eurographics Association, 2013) Wetzstein, Gordon; Lanman, Douglas; Didyk, Piotr; Diego Gutierrez and Karol MyszkowskiWith the invention of integral imaging and parallax barriers in the beginning of the 20th century, glasses-free 3D displays have become feasible. Only today -more than a century later- glasses-free 3D displays are finally emerging in the consumer market. The technologies being employed in current-generation devices, however, are fundamentally the same as what was invented 100 years ago. With rapid advances in optical fabrication, digital processing power, and computational models for human perception, a new generation of display technology is emerging: computational displays exploring the co-design of optical elements and computational processingwhile taking particular characteristics of the human visual system into account. This technology does not only encompass 3D displays, but also next-generation projection systems, high dynamic range displays, perceptually-driven devices, and computational probes. This tutorial serves as an introduction to the emerging field of computational displays. The pedagogical goal of this tutorial is to provide the audience with the tools necessary to expand their research endeavorsby providing step-by-step instructions on all aspects of computational displays: display optics, mathematical analysis, efficient computational processing, computational perception, and, most importantly, the effective combination of all these aspects. Specifically, we will discuss a wide variety of different applications and hardware setups of computational displays, including high dynamic range displays, advanced projection systems as well as glasses-free 3D display. The latter example, computational light field displays, will be discussed in detail. In the tutorial presentation, supplementary notes, and an accompanying website, we will provide source code that drives various display incarnations at real-time framerates, detailed instructions on how to fabricate novel displays from off-the-shelf components, and intuitive mathematical analyses that will make it easy for researchers with various backgrounds to get started in the emerging field of computational displays. We believe that computational display technology is one of the hottest" topics in the graphics community today; with this tutorial we will make it accessible for a diverse audience. This tutorial was previously taught as a course at SIGGRAPH 2012.We will discuss all aspects of computational displays in detail. Specifically,we begin by introducing the concept and discussing a variety of example displays that exploit the joint-design of optical components and computational processing for applications such as high dynamic range image and wide color gamut display, extended depth of field projection, and high-dimensional information display for computer vision applications. We will then proceed to discussing state-of-the-art computational light field displays in detail. In particular, we will focus on how high-speed displays, multiple stacked LCDs, and directional backlighting combined with advanced mathematical analysis and efficient computational processing provide the foundations of 3D displays of the future. Finally, we will review psycho-physiological aspects that are of importance for display design and demonstrate how perceptually-driven computational displays can enhance the capability of current technology.Item Natural Image Statistics: Foundations and Applications(The Eurographics Association, 2013) Pouli, Tania; Cunningham, Douglas; Reinhard, Erik; Diego Gutierrez and Karol MyszkowskiNatural images exhibit statistical regularities that differentiate them from random collections of pixels. Moreover, the human visual system appears to have evolved to exploit such statistical regularities. As computer graphics is concernedwith producing imagery for observation by humans, it would be prudent to understandwhich statistical regularities occur in nature, so they can be emulated by image synthesis methods. In this tutorial we introduce all aspects of natural image statistics, ranging from data collection to analysis and finally their applications in computer graphics, computational photography, image processing and art.Item Tensor Approximation in Visualization and Computer Graphics(The Eurographics Association, 2013) Pajarola, Renato; Suter, Susanne K.; Ruiters, Roland; Diego Gutierrez and Karol MyszkowskiIn this course, we will introduce the basic concepts of tensor approximation (TA) - a higher-order generalization of the SVD and PCA methods - as well as its applications to visual data representation, analysis and visualization, and bring the TA framework closer to visualization and computer graphics researchers and practitioners. The course will cover the theoretical background of TA methods, their properties and how to compute them, as well as practical applications of TA methods in visualization and computer graphics contexts. In a first theoretical part, the attendees will be instructed on the necessary mathematical background of TA methods to learn the basics skills of using and applying these new tools in the context of the representation of large multidimensional visual data. Specific and very noteworthy features of the TA framework are highlighted which can effectively be exploited for spatio-temporal multidimensional data representation and visualization purposes. In two application oriented sessions, compact TA data representation in scientific visualization and computer graphics as well as decomposition and reconstruction algorithms will be demonstrated. At the end of the course, the participants will have a good basic knowledge of TA methods along with a practical understanding of its potential application in visualization and graphics related projects.Item Understanding and Designing Perceptual Experiments(The Eurographics Association, 2013) Cunningham, Douglas W.; Wallraven, Christian; Diego Gutierrez and Karol MyszkowskiHumans and computer both have limited resources with which they must process the massive amount of information present in the natural world. For over 150 years, physiologists and psychologists have been performing experiments to elucidate what information humans and animals can detect as well as how they extract, represent and process that information. Recently, there has been an increasing trend of computer scientists performing similar experiments, although often with quite different goals. This tutorial will provide a basic background on the design and execution of perceptual experiments for the practicing computer scientist.Item Symmetry in Shapes - Theory and Practice(The Eurographics Association, 2013) Mitra, Niloy; Ovsjanikov, Maksim; Pauly, Mark; Wand, Michael; Ceylan, Duygu; Diego Gutierrez and Karol MyszkowskiPart I: What is symmetry? Part II: Extrinsic symmetry detection Part III: Intrinsic symmetries Part IV: Representations and applications Conclusions, wrap-upItem An Eye on Perceptual Graphics: Eye-Tracking Methodology(The Eurographics Association, 2013) Duchowski, Andrew T.; Krejtz, Krzysztof; Krejtz, Iza; Mantiuk, Radoslaw; Bazyluk, Bartosz; Diego Gutierrez and Karol MyszkowskiEye-tracking technology has evolved considerably over the last decade. The tutorial provides attendees with stateof- the-art advancements and their relevance to computer graphics research, one of the most important being the proliferation of Do-It-Yourself (DIY) techniques. Following a summary of how to build your own, we will cover real-time graphics applications, including advancements in gaze-contingent displays. The second half of the tutorial will focus on offline, diagnostic graphics applications, where gaze is used to evaluate visual aspects of rendered scenes. We will present a methodological pipeline" that we have evolved and adapted to various experiments. The tutorial differs from previous ones by largely ignoring aspects of human vision and focusing on technical details that are most pertinent to the EuroGraphics audience.Item Data-Driven Simulation Methods in Computer Graphics: Cloth, Tissue and Faces(The Eurographics Association, 2013) Otaduy, Miguel A.; Bickel, Bernd; Bradley, Derek; Diego Gutierrez and Karol MyszkowskiIn recent years, the field of computer animation has witnessed the invention of multiple simulation methods that exploit pre-recorded data to improve the performance and/or realism of dynamic deformations. Various methods have been presented concurrently, and they present differences, but also similarities, that have not yet been analyzed or discussed. This course focuses on the application of data-driven methods to three areas of computer animation, namely dynamic deformation of faces, soft volumetric tissue, and cloth. The course describes the particular challenges tackled in a data-driven manner, classifies the various methods, and also shares insights for the application to other settings. The explosion of data-driven animation methods and the success of their resultsmake this course extremely timely. Up till now, the proposed methods have remained familiar only at the research context, and have not made their way through computer graphics industry. This course aims to fit two main purposes. First, present a common theory and understanding of data-driven methods for dynamic deformations that may inspire the development of novel solutions, and second, bridge the gap with industry, by making data-driven approaches accessible. The course targets an audience consisting of both researchers and programmers in computer animation.Item Projective Geometry, Duality and Precision of Computation in Computer Graphics, Visualization and Games(The Eurographics Association, 2013) Skala, Vaclav; Diego Gutierrez and Karol MyszkowskiHomogeneous coordinates and projective geometry are mostly connected with geometric transformations only. However the projective extension of the Euclidean system allows reformulation of geometrical problems which can be easily solved. In many cases quite complicated formulae are becoming simple from the geometrical and computational point of view. In addition they lead to simple parallelization and to matrix-vector operations which are convenient for matrix-vector hardwarearchitecture like GPU. In this short tutorial we will introduce "practical theory" of the projective space and homogeneous coordinates. We will show that a solution of linear system of equations is equivalent to generalized cross product and how this influences basic geometrical algorithms. The projective formulation is also convenient for computation of barycentric coordinates, as it is actually one crossproduct implemented as one clock instruction on GPU. Additional speed up can be expected, too.Moreover use of projective representation enables to postpone division operations in many geometrical problems, which increases robustness and stability of algorithms. There is no need to convert coordinates of points from the homogeneous coordinates to the Euclidean ones as the projective formulation supports homogeneous coordinates natively. The presented approach can be applied in computational problems, games and visualization applications as well.