EG 2013 - STARs
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Browsing EG 2013 - STARs by Subject "Computer Graphics [I.3.7]"
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Item Position-based Methods for the Simulation of Solid Objects in Computer Graphics(The Eurographics Association, 2013) Bender, Jan; Müller, Matthias; Otaduy, Miguel A.; Teschner, Matthias; M. Sbert and L. Szirmay-KalosThe dynamic simulation of solids has a long history in computer graphics. The classical methods in this field are based on the use of forces or impulses to simulate joints between rigid bodies as well as the stretching, shearing and bending stiffness of deformable objects. In the last years the class of position-based methods has become popular in the graphics community. These kinds of methods are fast, unconditionally stable and controllable which make them well-suited for the use in interactive environments. Position-based methods are not as accurate as force based methods in general but they provide visual plausibility. Therefore, the main application areas of these approaches are virtual reality, computer games and special effects in movies. This state of the art report covers the large variety of position-based methods that were developed in the field of deformable solids. We will introduce the concept of position-based dynamics, present dynamic simulation based on shape matching and discuss data-driven approaches. Furthermore, we will present several applications for these methods.Item A Survey of Compressed GPU-Based Direct Volume Rendering(The Eurographics Association, 2013) Rodríguez, Marcos Balsa; Gobbetti, Enrico; Guitián, José A. Iglesias; Makhinya, Maxim; Marton, Fabio; Pajarola, Renato; Suter, Susanne K.; M. Sbert and L. Szirmay-KalosGreat advancements in commodity graphics hardware have favored GPU-based volume rendering as the main adopted solution for interactive exploration of rectilinear scalar volumes on commodity platforms. Nevertheless, long data transfer times and GPU memory size limitations are often the main limiting factors, especially for massive, time-varying or multi-volume visualization, or for networked visualization on the emerging mobile devices. To address this issue, a variety of level-of-detail data representations and compression techniques have been introduced. In order to improve capabilities and performance over the entire storage, distribution and rendering pipeline, the encoding/decoding process is typically highly asymmetric, and systems should ideally compress at data production time and decompress on demand at rendering time. Compression and level-of-detail pre-computation does not have to adhere to real-time constraints and can be performed off-line for high quality results. In contrast, adaptive real-time rendering from compressed representations requires fast, transient, and spatially independent decompression. In this report, we review the existing compressed GPU volume rendering approaches, covering compact representation models, compression techniques, GPU rendering architectures and fast decoding techniques.