Tutorials

Permanent URI for this collection

T1

Designing Multi-projector VR Systems: From Bits to Bolts

Soares, Luciano Pereira
Jorge, Joaquim A.
Dias, José Miguel Salles
Raposo, Alberto
Araújo, Bruno R. de
T2

Geometric Registration for Deformable Shapes

Chang, Will
Huang, QiXing
Li, Hao
Mitra, Niloy
Pauly, Mark
Wand, Michael
T3

Shadow Algorithms for Real-time Rendering

Eisemann, Elmar
Assarsson, Ulf
Schwarz, Michael
Wimmer, Michael
T5

Advanced Material Appearance Models

Dorsey, Julie
Rushmeier, Holly
T4

Theory and Methods of Lightfield Photography

Georgiev, Todor
Lumsdaine, Andrew


BibTeX (Tutorials)
@inproceedings{
10.2312:egt.20101066,
booktitle = {
Eurographics 2010 - Tutorials},
editor = {
U. Assarsson and D. Weiskopf
}, title = {{
Designing Multi-projector VR Systems: From Bits to Bolts}},
author = {
Soares, Luciano Pereira
and
Jorge, Joaquim A.
and
Dias, José Miguel Salles
and
Raposo, Alberto
and
Araújo, Bruno R. de
}, year = {
2010},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20101066}
}
@inproceedings{
10.2312:egt.20101067,
booktitle = {
Eurographics 2010 - Tutorials},
editor = {
U. Assarsson and D. Weiskopf
}, title = {{
Geometric Registration for Deformable Shapes}},
author = {
Chang, Will
and
Huang, QiXing
and
Li, Hao
and
Mitra, Niloy
and
Pauly, Mark
and
Wand, Michael
}, year = {
2010},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20101067}
}
@inproceedings{
10.2312:egt.20101068,
booktitle = {
Eurographics 2010 - Tutorials},
editor = {
U. Assarsson and D. Weiskopf
}, title = {{
Shadow Algorithms for Real-time Rendering}},
author = {
Eisemann, Elmar
and
Assarsson, Ulf
and
Schwarz, Michael
and
Wimmer, Michael
}, year = {
2010},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20101068}
}
@inproceedings{
10.2312:egt.20101070,
booktitle = {
Eurographics 2010 - Tutorials},
editor = {
U. Assarsson and D. Weiskopf
}, title = {{
Advanced Material Appearance Models}},
author = {
Dorsey, Julie
and
Rushmeier, Holly
}, year = {
2010},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20101070}
}
@inproceedings{
10.2312:egt.20101069,
booktitle = {
Eurographics 2010 - Tutorials},
editor = {
U. Assarsson and D. Weiskopf
}, title = {{
Theory and Methods of Lightfield Photography}},
author = {
Georgiev, Todor
and
Lumsdaine, Andrew
}, year = {
2010},
publisher = {
The Eurographics Association},
DOI = {
10.2312/egt.20101069}
}

Browse

Recent Submissions

Now showing 1 - 5 of 5
  • Item
    Designing Multi-projector VR Systems: From Bits to Bolts
    (The Eurographics Association, 2010) Soares, Luciano Pereira; Jorge, Joaquim A.; Dias, José Miguel Salles; Raposo, Alberto; Araújo, Bruno R. de; U. Assarsson and D. Weiskopf
    This tutorial will present how to design, construct and manage immersive multi-projection environments, covering everything from projection technologies to computer hardware and software integration. Topics as tracking, multimodal interactions and audio are going to be explored. At the end, we are going to present important design decisions from real cases. <br> The objective of this tutorial is to give an introduction to the issues to consider when planning the installation of a multi-projection environment for researchers and professionals in the computer graphics and virtual reality field. No previous knowledge is necessary in the audience for the tutorial, except for basic knowledge of computer graphics and virtual reality.
  • Item
    Geometric Registration for Deformable Shapes
    (The Eurographics Association, 2010) Chang, Will; Huang, QiXing; Li, Hao; Mitra, Niloy; Pauly, Mark; Wand, Michael; U. Assarsson and D. Weiskopf
    This tutorial overviews recent exciting and rapidly evolving research on registration and correspondence finding across multiple deforming shapes. We address the basic techniques of three main topic areas: <br>Pair-wise local optimization methods <br>Pair-wise global optimization methods <br>Multi-scan correspondence and temporal sequence reconstruction. <br>The tutorial gives an introduction to deformable shape matching for attendees with a basic geometry processing background as well as providing an overview of the current state-of-the-art.
  • Item
    Shadow Algorithms for Real-time Rendering
    (The Eurographics Association, 2010) Eisemann, Elmar; Assarsson, Ulf; Schwarz, Michael; Wimmer, Michael; U. Assarsson and D. Weiskopf
    Shadows are crucial for enhancing realism and provide important visual cues. In recent years, many important contributions have been made both for hard shadows and soft shadows. Often spurred by the tremendous increase in computational power and the capabilities of graphics hardware, much progress has been made concerning visual quality and speed, making high-quality real-time shadows a reachable goal. But with the growing wealth of available choices, it is particularly difficult to pick the right solution and assess shortcomings. Because currently there is no ultimate approach available, algorithms should be selected in accordance with the context in which shadows are produced. The possibilities range across a wide spectrum from very approximate but really efficient, to slower but accurate, adapted only to smaller or only to larger sources, addressing directional lights or positional lights, or involving GPU- or CPU-heavy computations. <br> This tutorial tries to serve as a guide to better understand limitations and failure cases, advantages and disadvantages, and suitability of the algorithms for different application scenarios. We will focus on real-time, interactive solutions but also discuss offline approaches where needed for a better understanding.
  • Item
    Advanced Material Appearance Models
    (The Eurographics Association, 2010) Dorsey, Julie; Rushmeier, Holly; U. Assarsson and D. Weiskopf
    This tutorial will cover the foundational elements of advanced material appearance models. For many years appearance models in computer graphics focused on general models for reflectance functions coupled with texture maps. However, even very common materials such as hair, skin, fabric, and rusting metal require more sophisticated models to appear realistic. In the tutorial we will begin by briefly reviewing basic reflectance models and the use of texture maps. We will then describe some common themes in advanced material models that include combining the effects of layers, groups of particles and or fibers. We will survey the detailed models necessary needed to model materials such as (but not limited to) skin (including pigmentation, pores, subsurface scattering), plants (including internal structure affecting scattering and characteristic shapes) and paints (including color flop and sparkle effects in automotive paints). In the next section of the tutorial we will treat the modeling of complex appearance due to aging and weathering processes. A general taxonomy of these effects will be presented, as well as methods to simulate and to capture these effects. The tutorial will close with a look at current trends in material modeling research. Important new trends include new interfaces for modeling materials, insights into material perception, and the availability of code and data for material models.
  • Item
    Theory and Methods of Lightfield Photography
    (The Eurographics Association, 2010) Georgiev, Todor; Lumsdaine, Andrew; U. Assarsson and D. Weiskopf
    Computational photography is based on capturing and processing discrete representations of all the light rays in the 3D space of a scene. Compared to conventional photography, which captures 2D images, computational photography captures the entire 4D 'lightfield' - the full 4D radiance. To multiplex the 4D radiance onto conventional 2D sensors, light-field photography demands sophisticated optics and imaging technology. At the same time, 2D image creation is based on creating 2D projections of the 4D radiance. <br>This course presents light-field analysis in a rigorous, yet accessible, mathematical way, which often leads to surprisingly direct solutions. The mathematical foundations will be used to develop computational methods for lightfield processing and image rendering, including digital refocusing and perspective viewing. While emphasizing theoretical understanding, we also explain approaches and engineering solutions to practical problems in computational photography. <br>As part of the course, we will demonstrate a number of working light-field cameras that implement different methods for radiance capture, including the microlens approach of Lippmann and the plenoptic camera; the focused plenoptic camera, the Adobe lens-prism camera; and a new camera using a mosquito net mask. Various computational techniques for processing captured light-fields will also be demonstrated, including the focused plenoptic camera and real-time radiance rendering.