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Item 3D Anatomical Modelling and Simulation Concepts(The Eurographics Association, 2009) Magnenat-Thalmann, N.; Schmid, J.; Delingette, H.; Agus, M.; Guitian, J. A. Iglesias; K. Museth and D. WeiskopfNowadays, a large panel of medical acquisitions devices are made available producing a large amount of information such as high-resolution volumes, temporal sequences or functional images. Although this information helps scientists and physicians better understand the human anatomy and physiology, it becomes more-and-more difficult to analyse and visualise it. In this context, anatomical and functional models that combine multi-modal information are highly demanded. These models are successfully used in medical simulations such as virtual surgical interventions (e.g., bone, liver surgeries) or physiological process analysis (e.g., tumour growth, cartilage degeneration). They improve the diagnosis and assist the physicians. In this tutorial, we will present the current research issues towards the creation of patient-specific anatomical models and their functional simulation. Various topics in medical modelling/simulation will be addressed, focusing on computer-graphics based approaches, such as deformable models in image segmentation, data fusion, interactive physically-based simulation and costefficient visualisation. Examples will be given in the musculoskeletal, cardiac and vascular domains. All speakers are partners of the EU project "3D Anatomical Human" led by MIRALab - University of Geneva.Item Analysis and Retrieval Techniques for Motion and Music Data(The Eurographics Association, 2009) Müller, Meinard; K. Museth and D. WeiskopfIn this tutorial, we study fundamental algorithms and concepts for the analysis, classification, indexing, and retrieval of time-dependent data streams considering motion capture data as well as waveform-based music data as examples. Important aspects concern the design of suitable features, the notion of similarity used to compare data streams, as well as data organization. One general goal of this tutorial is to highlight the interplay between modeling, experimentation, and mathematical theory as well as to give some insights into active research fields.Item Course: Modeling Individualities in Groups and Crowds(The Eurographics Association, 2009) Donikian, Stéphane; Magnenat-Thalmann, Nadia; Pettré, Julien; Thalmann, Daniel; K. Museth and D. WeiskopfCrowds are part of our everyday life experience and essential when working with realistic interactive environments. Domains of application for such simulations range from populating artificial cities to entertainment, and virtual reality exposure therapy for crowd phobia. We mainly focus on real-time applications where the visual uniqueness of the characters composing a crowd is paramount. On the one hand, it is required to display several thousands of virtual humans at high frame rates. On the other hand, each character has to be different from all others, and its visual quality highly detailed. Variety in rendering is defined as having different forms or types and is necessary to create believable and reliable crowds in opposition to uniform crowds. For a human crowd, variation can come from the following aspects: gender, age, morphology, head, kind of clothes, color of clothes and behaviors.Item EUROGRAPHICS Tutorial on Sketch Recognition(The Eurographics Association, 2009) Hammond, T.; Paulson, B.; Eoff, B.; K. Museth and D. WeiskopfSketch recognition is the automated understanding of hand-drawn diagrams. Despite the prevalence of keyboards and mice, hand-drawings still pervade in education, design, and other diagrams. This full day tutorial explains why sketch recognition is important, the underlying algorithms, how sketch recognition can be used in traditional interfaces, and the field s experiences with sketch recognition used in different domains.Item GPU-Based Volume Ray-Casting with Advanced Illumination(The Eurographics Association, 2009) Hadwiger, Markus; Ljung, Patric; Salama, Christof Rezk; Ropinski, Timo; K. Museth and D. WeiskopfVolume Abstract raycasting techniques are important for both visual arts and visualization. They allow an efficient generation of visual effects and the visualization of scientific data obtained by tomography or numerical simulation. Thanks to their flexibility, experts agree that GPU-based raycasting is the state-of-the art technique for interactive volume rendering. It will most likely replace existing slice-based techniques in the near future. Volume rendering techniques are also effective for the direct rendering of implicit surfaces used for soft body animation and constructive solid geometry. The lecture starts off with an in-depth introduction to the concepts behind GPU-based ray-casting to provide a common base for the following parts. The focus of this tutorial is on advanced illumination techniques which approximate the physically-based light transport more convincingly. Such techniques include interactive implementation of soft and hard shadows, ambient occlusion and simple Monte-Carlo based approaches to global illumination including translucency and scattering. With the proposed techniques, users are able to interactively create convincing images from volumetric data whose visual quality goes far beyond traditional approaches. The optical properties in participating media are defined using the phase function. Many approximations to the physically based light transport applied for rendering natural phenomena such as clouds or smoke assume a rather homogenous phase function model. For rendering volumetric scans on the other hand different phase function models are required to account for both surface-like structures and fuzzy boundaries in the data. Using volume rendering techniques, artists who create medical visualization for science magazines may now work on tomographic scans directly, without the necessity to fall back to creating polygonal models of anatomical structures.Item Interactive Shape Modeling and Deformation(The Eurographics Association, 2009) Sorkine, Olga; Botsch, Mario; K. Museth and D. WeiskopfWe present a tutorial that covers the latest research advances in interactive 3D shape modeling and deformation, a highly relevant topic for CAGD, engineering applications, and computer animation for movies or games. We focus on the essence of the underlying theory and principles, as well as the practical aspects of algorithm design and development involved in interactive shape editing. Our presentation is meant to be comparative, juxtaposing various recently proposed approaches and revealing their pros and cons in different modeling scenarios. As such, our class is intended for both researchers and practitioners, helping to sift through the large body of work on interactive modeling by a systematic, hands-on overview.Item Meshless Approximation Methods and Applications in Physics Based Modeling and Animation(The Eurographics Association, 2009) Adams, Bart; Wicke, Martin; K. Museth and D. WeiskopfWith growing computing power, physical simulations have become increasingly important in computer graphics. Content creation for movies and interactive computer games relies heavily on physical models, and physicallyinspired interactions have proven to be a great metaphor for shape modeling. This tutorial will acquaint the reader with meshless methods for simulation and modeling. These methods differ from the more common grid or mesh-based methods in that they require less constraints on the spatial discretization. Since the algorithmic structure of simulation algorithms so critically depends on the underlying discretization, we will first treat methods for function approximation from discrete, irregular samples: smoothed particle hydrodynamics and moving least squares. This discussion will include numerical properties as well as complexity considerations. In the second part of this tutorial, we will then treat a number of applications for these approximation schemes. The smoothed particle hydrodynamics framework is used in fluid dynamics and has proven particularly popular in real-time applications. Moving least squares approximations provide higher order consistency, and are therefore suited for the simulation of elastic solids. We will cover both basic elasticity and applications in modeling.Item Preface and Table of Contents(The Eurographics Association, 2009) -; K. Museth and D. WeiskopfPreface and Table of Contents