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Item AA Patterns(The Eurographics Association, 2011) Ahmed, Abdalla G. M.; R. Laramee and I. S. LimAA Patterns is the name of a recently developed algorithmic art technique that employs a simple linear 2D transform to generate ornamental patterns of pixels. The patterns are controlled by a single real parameter between 1 and 2. By appropriately anatomizing this parameter it is shown that this single parameter actually allows much control over the patterns. Some potential uses are pointed out, too.Item Accelerated 5D Ray Tree construction on the GPU(The Eurographics Association, 2011) Kammaje, Ravi P.; Mora, Benjamin; R. Laramee and I. S. LimRay tracing random rays has been a challenge. Due to their reduced coherence, the normal methods of acceleration like packet tracing that make use of coherence of the rays do not work well. These random rays are encountered in global illumination methods. 5D ray classification, first introduced by Arvo and Kirk [AK87], can classify these rays into coherent groups. We introduce a method that builds a hierarchical structure identifying coherence in random rays very quickly using the increased processing power of the GPU.Item Application of Active Appearance Model to Automatic Face Replacement(The Eurographics Association, 2011) Govindaraj, Dinesh; R. Laramee and I. S. LimActive appearance models (AAM) are statistical model for capturing shape as well as appearance of deformable objects like human face. The power of AAM lies in the fact that it can synthesis or explain any given object shape and appearance with compact set of parameters. AAM is used widely in the application of face recognition and facial expression recognition. We present a novel method of using AAM to the application of Face Replacement. Face Replacement is process of replacing the face in an image with any face of our choice while retaining the original pose and expression intact. Face replacement of any two given images takes only few hundreds of milliseconds without compromising quality.Item Architectural Styles Dependent Shape Grammar Representation of Facades(The Eurographics Association, 2011) Duskova, E.; Zara, J.; R. Laramee and I. S. LimIn this poster, we present an idea to utilize formal rules and descriptions for architectural styles from various time periods. We focus on facades of historical buildings with identical purpose located in a specific geographical area. We have chosen the CGA shape grammar as a formal language to represent and visualise the rules and we demonstrate our approach on facades of the residence-type historical buildings located in Prague. Our aim is to show that differences in formal descriptions of various buildings are tightly related to differences in architectural styles. Having a proper metrics for such CGA grammars, we will be able to generate new virtual buildings of certain architectural style and to control their possible transitions among distinct styles.Item Concept of Skeleton Texture Mapping(The Eurographics Association, 2011) Madaras, Martin; R. Laramee and I. S. LimThis article introduces an idea for novel way of mapping textures onto a surface of 3D model. Our technique is based on two interlocking mappings, the first one maps surface vertices onto computed skeleton and the second maps surrounding area of each skeleton segment into a rectangle with dimensions based on surface properties around this segment. Furthermore, these rectangles are packed into a squared texture by approximately solving an optimization problem which seems to be NP-complete. With our technique, we are able to map the texture onto the surface without any precomputed or stored texture coordinates. Our texture mapping approach is also suitable for surfaces with topology non-homotopic to a sphere.Item Design and Implementation of a System for Interactive Higher Dimensional Vector Field Visualization(The Eurographics Association, 2011) Peng, Zhenmin; Geng, Zhao; Laramee, Robert S.; R. Laramee and I. S. LimAlthough the challenge of 2D flow visualization is deemed virtually solved as a result of the tremendous amount of effort invested into this problem, higher-dimensional flow visualization, (e.g. the visualization of flow on surfaces in 3D (2.5D), volumetric flow (3D), and flow with multiple attributes (nD) ), still holds many challenges which need to be addressed.We describe the design and implementation of a generic framework incorporating a selection of related scientific and information visualization techniques which are interactively integrated to provide tools for effective visualization of the higher dimensional CFD (Computational Fluid Dynamics) simulation data. In contrast to the most research prototypes, the system we present handles real-world, unstructured simulation data. Our framework involves direct, vector field clustering and geometric flow visualization techniques. Information visualization approaches, such as a tabular histogram, velocity histogram, and parallel coordinate plot are also integrated. In order to enable a smooth and efficient user interaction, these visualization options are systematically combined on a multi-threading platform which ensures responsiveness even when processing large data.Item Four Virtual Reality Simulations for Teaching Earth Sciences(The Eurographics Association, 2011) Aguilar-Sierra, Alejandro; Garduño-López, René; R. Laramee and I. S. LimIn a previous work we proposed a multidisciplinary methodology to produce interactive, virtual reality learning objects to be used in courses for Earth science undergraduate students. In this work we present four recent products from our Visual Laboratory for Earth Sciences at CCA, UNAM. This is a result of the contribution of computer science undergraduate students, computer graphics and visualization specialists and Earth scientists.We are using affordable modern technology, open source libraries and public domain data.Item From Video to Animated 3D Reconstruction: A Computer Graphics Application for Snooker Skills Training(The Eurographics Association, 2011) Legg, P. A.; Parry, M. L.; Chung, D. H. S.; Jiang, M. R.; Morris, A.; Griffiths, I. W.; Marshall, D.; Chen, M.; R. Laramee and I. S. LimThis poster will present a computer graphics application for improving snooker skills training. We developed an automated modelling and rendering pipeline that converts video input data to a time-varying 3D graphical model that can be animated from arbitrary viewing positions. In addition, we introduced illustrative rendering capability that provides coaches and players with various annotated graphics as training aids. The reconstruction of 3D models relies only on a single camera view.Item GPU Based On-the-fly Light Emission-absorption Approximation for Direct Multi-volume Rendering(The Eurographics Association, 2011) Khlebnikov, Rostislav; Kainz, Bernhard; Roth, Bernhard; Muehl, Judith; Schmalstieg, Dieter; R. Laramee and I. S. LimWe present a novel on-the-fly scatter approximation scheme that can be applied concurrently to multiple volumetric datasets. We use a simplified version of the emission-absorption model, including single scattering and shadowing and guide the scatter sample positions and in-scatter coefficients by local gradients. This allows us to render multiple intersecting volumes with our rendering system with clearly visible improvements in rendering quality over local illumination models, while maintaining interactive frame-rates.Item High Performance Interactive Painting On The GPU(The Eurographics Association, 2011) Großer, M.; Wacker, M.; R. Laramee and I. S. LimThis paper addresses the problem of mapping between two different texture coordinate setups for one single mesh. We exploit the advantages of the render pipeline on the GPU to obtain interactive texture painting on an already textured mesh. The approach combines projection mapping with a render-to-texture technique in order to bake additional layers of texture or detail into a given texture. The benefit of our approach is high performance and complete independence of complexity of the object and the parametrization.Item Image-based Retexturing of Deformed Surfaces from a Single Image(The Eurographics Association, 2011) Hilsmann, A.; Schneider, D. C.; Eisert, P.; R. Laramee and I. S. LimRetexturing is the process of realistically replacing the texture of an object or surface in a given image by a new, synthetic one, such that texture distortion as well as lighting conditions of the original image are preserved. The key challenge is to separate the shading information from the actual local texture and to retrieve the texture distortion from an image without any knowledge of the underlying scene. In this paper, we introduce an approach for automatic retexturing that models an image of a deformed regular texture as a combination of its deformed surface albedo, a shading map and additional high frequency details.Item Improving BVH Ray Tracing Speed Using the AVX Instruction Set(The Eurographics Association, 2011) Áfra, Attila T.; R. Laramee and I. S. LimHigh performance ray tracing on the CPU requires the efficient utilization of SIMD instructions. Ray packet and ray stream traversal algorithms achieve this by performing computations on multiple rays, nodes, or primitives at the same time. In this paper, we present our approach to optimizing coherent BVH ray packet tracing for the new AVX instruction set, which enables 8-wide SIMD operations on 32-bit floating-point numbers. We have measured an average speedup of about 50 percent compared to our SSE4.1 implementation, on an Intel Sandy Bridge processor.Item The Langweil Model of Prague - a Challenge for State-of-the-art 3D Reconstruction Techniques(The Eurographics Association, 2011) Sedlacek, D.; Zara, J.; R. Laramee and I. S. LimThe challenges for current state-of-the-art 3D reconstruction algorithms covered in the Langweil model of Prague data set are summarized in this poster. The model properties are presented together with problems which bring.Item LiveLayer Live Traffic Projection onto Maps(The Eurographics Association, 2011) Walton, Simon; Chen, Min; Ebert, David; R. Laramee and I. S. LimWe present our work-in-progress for a novel new approach to visualising real-time traffic data. The system provides for the projection of a number of camera video streams to their corresponding projections on a map so that viewers may view live traffic in real-time. Along with a user-friendly method of defining the projections that does not rely upon inaccurate computer vision techniques, we also discuss a number of interesting visualisation and technical challenges involved in such a system.Item Methodologies for Connected Structured Idealized Ice Crystal Growth Models(The Eurographics Association, 2011) El-Alem, Yousef; Roberts, Jonathan C.; R. Laramee and I. S. LimIce crystals are beautiful and intricate shapes. Our goal is to create ice crystal and other models with similar structure and render them in three-dimensions. Many of the current algorithms apply complex physics-based simulation algorithms to simulate the crystal growth, most are two-dimensional forms, and importantly they are made up of many disconnected parts (pixels); consequently they cannot be easily stored as a single model. However, our approach is to generate visually appealing 3d structures, rather than accurately model reality, that are geometrically connected together to form one connected model. These idealized structures can be easily stored, manipulated and included with other 3d-models and into virtual environments. This work is part of a larger project, thus in this poster presentation we merely describe several alternative methodologies to achieve this effect.Item Procedural Generation of Infinite Cities(The Eurographics Association, 2011) Danihelka, Jiri; Zara, Jiri; R. Laramee and I. S. LimWe present a novel technique for generation of pseudo-random infinite cities in a real-time. The generated cities can have arbitrarily oriented streets and building blocks can be arbitrarily shaped. The shapes of city buildings are determined using a pseudo-random generator that uses building coordinates as the initial generator seed.Item Reconstruction of Cultural Heritage Object Utilizing its Paper Model for Augmented Reality(The Eurographics Association, 2011) Haladova, Zuzana; R. Laramee and I. S. LimAugmented reality is nowadays one of the most expanding fields of the computer graphics and the popularity of the cultural heritage AR applications increases as well. This project presents the reconstruction of the historical event with the augmented reality information added to the paper model of the heritage site. The application presents the fire of the Bojnice castle. The hardware used in the project consists of the web cam which records the scene with the castle and the computer which receives the record and produces the augmented experience. The two methods for the registration of the real model and the future work needed are presented.Item Synesthetic Sound-Color Cross-Modality in Animations(The Eurographics Association, 2011) Cai, D.; Goto, S.; Wang, J. P.; Asai, N.; Nagata, N.; Fukumoto, A.; Kurumizawa, J.; R. Laramee and I. S. LimCategories and Subject Descriptors (according to ACM CCS): H.5.1 [Information Interfaces And Presentation]: Multimedia Information Systems-Evaluation/methodologyItem User Manual on Augmented Reality for Installation and Maintenance of the V-Brakes System of a Mountain Bike(The Eurographics Association, 2011) Martín-Gutiérrez, Jorge; Contero, Manuel; R. Laramee and I. S. LimUntil now most traces of AR in applications related to mechanic and maintenance tasks has been performed in very specific systems which could be regarded as quite complex in the field they have been applied to (aircrafts, military equipment, etc.) In this paper we intend making this technology approachable for task and applications more common to everybody. We propose making one of the most frequent maintenance tasks in mountain bikes which is the installation of the brakes system and cartridge shoes as well as adjustment of the tension cable. They are not difficult tasks but making them the first few times may be quite tough for the average user. Therefore, we propose an easy interface based on augmented reality which fitted to the bike handlebars will guide the user step by step through installation of the V-brakes system, change of cartridge shoes and adjustment of tension cable. Interface is based in several cards containing markers with codified sequences based in 3D models for performing maintenance. User will use a mobile phone with camera or a head mounted display (HMD) connected to a PC so he may visualize the animated 3D models of pieces and tools needed for this operation. Virtual objects will be superimposed over the real ones so positions of each piece can be identified by the user before handling them. Final target is including the markers interface with the bike or brakes in their original purchase or making it available for download from a PC via web or as a mobile application.Item Using a Kinect Interface to Develop an Interactive 3D Tabletop Display(The Eurographics Association, 2011) Cenydd, Llyr ap; Hughes, Chris J.; Walker, Rick; Roberts, Jonathan C.; R. Laramee and I. S. LimWhile display technology has advanced significantly in recent years, interaction techniques are still tied to the mouse and keyboard paradigm. While for many tasks this may still be appropriate, allowing systems to recognise and respond to user gestures and motions has enormous potential for natural methods of interaction with virtual media. Traditional methods for pose recognition involve using cameras to track the position of the user. This can be very challenging to complete accurately in a variety of environments where objects may be occluded and the lighting conditions can change. Further, to accurately determine the depth of objects in a scene requires a much more complicated and carefully calibrated system. In this research we prototyped a 3D tabletop display and explored the Kinect game controller as a possible solution to tracking the pose and gesture of a user interacting with our display.