Tutorials
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Item Artistic Stylisation of Images and Video(The Eurographics Association, 2011) Collomosse, John; Kyprianidis, Jan Eric; Ralph Martin and Juan Carlos TorresThe half-day tutorial provides an introduction to Non- Photorealistic Rendering (NPR), targeted at both students and experienced researchers of Computer Graphics who have not previously explored NPR in their work. The tutorial focuses on two-dimensional (2D) NPR, specifically the transformation of photos or videos into synthetic art concepts will be introduced gently and no prior knowledge is assumed beyond a working knowledge of filtering and convolution operations. Some elements of the course will touch upon GPU implementation, but GPU concepts will be described at a high level of abstraction without need for detailed working knowledge of GPU programming.Item Rendering with Layered Materials(The Eurographics Association, 2011) Wilkie, Alexander; Weidlich, Andrea; Ralph Martin and Juan Carlos TorresAbstract to follow.Item (Bi)spectral Rendering in Practice(The Eurographics Association, 2011) Wilkie, Alexander; Weidlich, Andrea; Ralph Martin and Juan Carlos TorresAbstract to follow.Item Computing Correspondences in Geometric Data Sets(The Eurographics Association, 2011) Chang, Will; Li, Hao; Mitra, Niloy; Pauly, Mark; Rusinkiewicz, Szymon; Wand, Michael; Ralph Martin and Juan Carlos TorresShape registration and, more generally speaking,computing correspondence across shapes are fundamental problems in computer graphics and vision. Problems from this area show up in many different variants such as scan registration, deformable shapematching, animation reconstruction, or finding partial symmetries of objects. Computing correspondences is a main prerequisite for higher level shape processing algorithms, such as building statistical models, non-local denoising, or inverse procedural modeling. Our tutorial addresses correspondence problems in geometric shapes. We will look at the problem from two different perspectives: In the first part of our tutorial, we will motivate the problem and explain the problem structure (formal models for shape matching), its variants (partial vs. complete matching, deformable vs. rigid, etc) and specific challenges (such as noise, incomplete data, and statistical descriptions thereof). In the second part, we will look at algorithms for solving these problems, and at applications of these. Again, we will focus on the main ideas and principles. Our overall goal is to give the attendee a "coordinate system" of the field, to convey the main problem structure and the main approaches to solve the problem, as well as open questions and research challenges. Topics covered will include rigid and deformable shape matching, local and global correspondence algorithms, as well as symmetry detection and applications.Item Scientific Evaluation in Visualization(The Eurographics Association, 2011) Forsell, Camilla; Cooper, Matthew; Ralph Martin and Juan Carlos TorresThe objective of this half-day introductory tutorial is to increase awareness of what constitutes a sound scientific approach to evaluation in Visualization and to provide basic theoretical knowledge of and practical skills in current research practice. The content presents the current challenges and trends related to how to characterize and optimize the complex interactive visual displays present in Visualization today. It will cover the most basic and relevant issues to consider during different phases of evaluation: planning, design, execution, analysis of results and reporting. The content outlines how to proceed to achieve high quality results and point out common pitfalls and mistakes which are threats to high quality results. The main focus is on quantitative experimental research but the general knowledge applies to all kinds of studies. The tutorial will present the main part of the content by means of a lecture style using power-point presentations, and will use example studies from the tutorial leaders' own publications as well as other relevant work. There will also be demonstrations of different techniques for capturing data during an evaluation study. The participants will be given the opportunity to try out some of these methods hands-on to further facilitate a discussion of their potential suitability for different kinds of studies. Taking part in this tutorial will not train a novice participant to be fully capable of designing and conducting an evaluation study and analyzing its outcome, such a goal would require a substantially larger course. The aim is to introduce the topic, provide a general knowledge about what is important to consider and what resources are available to guide them in further study in this area. Further, participants will also learn to better judge the relevance and quality of a publication presenting an evaluation when reviewing such work since the same rules apply.Item Sketch Input of Engineering Solid Models(The Eurographics Association, 2011) Company, Pedro; Varley, Peter; Ralph Martin and Juan Carlos TorresIn this tutorial, we describe the state of the art of sketch input of engineering solid models. The tutorial is in four parts. In the first part, we show how sketching has historically been an important aspect of engineering culture,and remains a useful tool in the early design phase as it has been demonstrated that sketching enhances creativity.We discuss and classify various current approaches to computer interpretation of sketches.We introduce the problem of deducing design intent, which we understand as a mix of geometry, psychology and engineering, and note how no existing approach to interpretation of sketches has considered the explicit capture of design intent from the input sketch. In the second and third parts, we present our selection of the most important algorithms currently used for interpreting wireframe drawings (part two) and natural line drawings (part three) of engineering objects. In part two, the algorithms we look at are: for finding faces in wireframes; for inflating wireframes to 3D; and for processing rounds and fillets. In part three, we look at: line labelling; inflation to 2.5D; and deducing hidden topology. In part four, we discuss some of the most interesting open problems: making virtual paper and pencil more usable than actual paper and pencil; interpreting annotated engineering sketches; and creating assemblies from sketches.