CEIG16
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Item Crossmodal Perception in Immersive Environments(The Eurographics Association, 2016) Allue, Marcos; Serrano, Ana; Bedia, Manuel G.; Masia, Belen; Alejandro Garcia-Alonso and Belen MasiaWith the proliferation of low-cost, consumer level, head-mounted displays (HMDs) such as Oculus VR or Sony's Morpheus, we are witnessing a reappearance of virtual reality. However, there are still important stumbling blocks that hinder the development of applications and reduce the visual quality of the results. Knowledge of human perception in virtual environments can help overcome these limitations. In this paper, within the much-studied area of perception in virtual environments, we chose to look into the less explored area of crossmodal perception, that is, the interaction of different senses when perceiving the environment. In particular, we looked at the influence of sound on visual motion perception in a virtual reality scenario. We first replicated a well-known crossmodal perception experiment, carried out on a conventional 2D display, and then extended it to a 3D headmounted display (HMD). Next, we performed an additional experiment in which we increased the complexity of the stimuli of the previous experiment, to test whether the effects observed would hold in more realistic scenes. We found that the trend which was previously observed in 2D displays is maintained in HMDs, but with an observed reduction of the crossmodal effect. With more complex stimuli the trend holds, and the crossmodal effect is further reduced, possibly due to the presence of additional visual cues.Item Phase Space Data-Driven Simulation of Elastic Materials(The Eurographics Association, 2016) Monteagudo, Carlos; Lozano, Miguel; García-Fernández, Ignacio; Martinez-Gil, Francisco; Alejandro Garcia-Alonso and Belen MasiaThe use of data driven models in computer animation offers several benefits. We present an analysis of a regression model as a method to simulate cloth. In our approach, we generate data from a simple mass-spring system and we fit a regressor. Then, we assemble more complex mass-spring systems and use the learnt model to simulate them. To validate the approach we perform several tests. We analyze the elastic properties of a single learnt spring, measuring its stiffness coefficient, and compare it to the original, physics-based, model. We also build several test scenarios which include the simulation of a piece of cloth under gravity, comparing the regression model and the physics-based model. Finally we test the behaviour of the regression model for systems with high stiffness coefficient and compare its stability properties with a semi-implicit Euler integration method.Item A new Potential-based SPH Method(The Eurographics Association, 2016) Perea, Juan J.; Cordero, Juan M.; Alejandro Garcia-Alonso and Belen MasiaIn Computer Graphics the fluid simulation plays a relevant role. Amongst the existing methods, the SPH method is highlighted by its simplicity, versatility and adaptability. Nevertheless, several research show some limitations that affect both the stability and the realism of simulation. These limitations are related with the calculation of the mass density and the pressure gradient, mainly when the number of neighbouring particles is low as boundary and discontinuities. Also, the simulation realism is compromised when the incompressibility constraint is enforced and the fluid heating is not dissipated. To overcome these limitations, we present a new technique to simulate the fluid flow. It involves of a hybrid technique that allow us to calculate a stable pressure gradient and the mass density even when the number of neighbouring particle is low. Also, we directly control the incompressibility and dissipate the fluid heating with accurate. Thus, we obtain stable and realistic fluid simulation, even with higher time steps.Item Controlador de aforo(The Eurographics Association, 2016) Feito, Francisco R.; Negrillo, José; Segura, Rafael J.; Ogáyar, Carlos; Fuertes, José M.; Lucena, Manuel; Alejandro Garcia-Alonso and Belen MasiaEl Centro de Estudios Avanzados en Tecnologías de la Información y Comunicación (CEATIC) de la Universidad de Jaén se enmarca en la estrategia de apoyo a la excelencia investigadora y docente además de impulsar la transferencia de conocimiento. El objetivo es desarrollar un centro, sin ánimo de lucro, que aglutine a grupos de investigación, recursos y medios instrumentales que permitan el avance del conocimiento, el desarrollo y la innovación, en el campo de las tecnologías de la información y la comunicación, mediante la educación, la investigación científica y el desarrollo tecnológico de excelencia.Item Characterisation of Position Based Dynamics for Elastic Materials(The Eurographics Association, 2016) Rodero, Cristóbal; Real, Pablo; Zuñeda, Pedro; Monteagudo, Carlos; Lozano, Miguel; García-Fernández, Ignacio; Alejandro Garcia-Alonso and Belen MasiaPosition Based Dynamics (PBD) methodology is a widely used approach for simulation of deformable bodies in the context of video games. Its main advantages over force based methods are its unconditional stability and its constraint based approach. However, it does not involve physically inspired parameters and its behaviour depends on time step size. This makes it difficult to reproduce a given elastic behaviour. In this work we perform an analysis of the mechanical properties in a PBD elastic system, and compare it to the Finite Element Method (FEM). We propose a methodology to fit the parameters of PBD to simulate a particular Young's modulus and Poisson's ratio.Item Augmented Reality System to Assist in Manufacturing Processes(The Eurographics Association, 2016) Ugarte, Ramón Jesus; Barrena, Nagore; Diez, Helen Victoria; Álvarez, Hugo; Oyarzun, David; Alejandro Garcia-Alonso and Belen MasiaThis paper presents the initial results of a research project focused on bringing the Markerless Augmented Reality technology to the advance manufacturing sector. These initial results consist in a completely functional software system where a very simple use case is implemented to validate a set of base technologies. It has been implemented using a conventional camera without placing any markers to not modify the working environment and to not interfere with other industrial systems. Moreover, stability is a strong requirement to obtain a system that is actually useful in a manufacturing environment. Therefore, it is expected that an advanced version of this technology can be applied in an actual industrial use case in a short-to-medium term.Item 3DCurator: A 3D Viewer for CTs of Polychromed Wood Sculptures(The Eurographics Association, 2016) Bolívar, Francisco Javier; Melero, Francisco Javier; Alejandro Garcia-Alonso and Belen MasiaWe present in this work a new software designed for the 3D documentation of wood sculptures from computer tomography (CT) datasets. The system provides rendering presets and tools that allow the experts to examine the artwork in a more confident and exhaustive manner than using the traditional bidimensional X-ray plate. Most of current available volume rendering tools are very expensive and oriented towards medical datasets, which makes unusable by art curators due to its price and its humanfocused rendering options. We have developed a new system that loads DICOM files and performs rendering operations and several documentation actions, such as taking measurements or extracting slices at any orientation.Item Tools for Structural Analysis and Optimization of Procedural Masonry Buildings(The Eurographics Association, 2016) Fita, Josep Lluis; Besuievsky, Gonzalo; Patow, Gustavo; Alejandro Garcia-Alonso and Belen MasiaWe present a set of off-the-shelf tools that will enable structural simulations and optimization into procedural modeled masonry buildings, as historical buildings like cathedrals or churches. For instance, with our tools we are capable of easily knowing whether the roof of a given masonry structure is sound, if it falls down, and, in the later case, even which brick of this structure has moved. For this we integrate a set of custom tools into the available Houdini platform [Sid12], together with the freely available Bullet engine and a set of Python scripts to quickly and efficiently simulate masonry structures.Item Towards a 3D GIS for Underground Infrastructure(The Eurographics Association, 2016) Soria, Gregorio; Ortega, Lidia; Feito, Francisco R.; Alejandro Garcia-Alonso and Belen MasiaThe use of advanced software tools for groundwater management is essential to carry out the management of these underground infrastructure. Tools capable of accomplishing these processes are the so-called 3D GIS. However, these systems are not widely implemented, mainly because of their complexity. In this paper we present the data model of an underground infrastructure for city sanitation management. It discusses the design of the database, the acquisition and processing of such information, as well as the visualization and interaction with the resulting model.Item A Proposal of a Smart Mobility Framework for Serious Games(The Eurographics Association, 2016) Jiménez-Pérez, Juan Roberto; Feito-Higueruela, Francisco R.; Sánchez-Sánchez, Pedro J.; Ortega-Donaire, José; Negrillo-Valdivia, David; Alejandro Garcia-Alonso and Belen MasiaThis paper has two main issues: smart cities and serious games. In this proposal we focus on smart mobility. Our aim is to build a multi-agent based framework to leverage the development of serious games in the context of smart mobility.Item Bidirectional Rendering of Polarized Light Transport(The Eurographics Association, 2016) Jarabo, Adrian; Gutierrez, Diego; Alejandro Garcia-Alonso and Belen MasiaOn the foundations of many rendering algorithm is the symmetry between the path traversed by light and its adjoint from the camera. However, several effects, including polarization or fluorescence, break that symmetry and are defined only on the direction of light. This complicates the applicability of bidirectional methods, that exploit the symmetry for effective rendering light transport. In this work we focus on how to include polarization within a bidirectional rendering algorithm. For that, we generalize the path integral to support the constraints imposed by non-symmetric light transport. Based on this theoretical framework, we propose modifications on two bidirectional methods, namely bidirectional path tracing and photon mapping, extending them to support polarization.Item A Web 3D-Scene Editor of Virtual Reality Exhibitions and 360-degree Videos(The Eurographics Association, 2016) Martínez, Vicente; Ríos, Alba M.; Melero, Francisco Javier; Alejandro Garcia-Alonso and Belen MasiaThis work consists in the development of a Web-based system which allows museum managers to generate their own virtual 3D exhibitions, using a two-dimensional graphical user interface. These virtual 3D exhibitions can be displayed interactively in the museum's website, or as a immersive experience in a virtual headset (e.g. Google CardBoard) via a mobile app. We use the SVG specification to edit the exhibition, handling 3D models of the rooms, sculptures and pictures. Furthermore, the user can add to the scene a list of cameras with their respective control points, and then generate several routes through the scene. The scene is rendered in the browser using standard technologies, such as WebGL (ThreeJS) and X3D (X3DOM), and the mobile app is generated via Unity3D . Also, the X3D and MPEG-4 compression standards allow us to transform the scene and its camera routes into 360 videos, where user can manipulate camera orientation while playing the track. Also, audio tracks can be added to each route and hence, inserted in the 360-degree video.Item Ordering Triangles in Triangulated Terrains Over Regular Grids(The Eurographics Association, 2016) Alonso, Jesús; Joan-Arinyo, Robert; Alejandro Garcia-Alonso and Belen MasiaIn this work we report on a set of rules to visit triangles in triangulated height fields defined over regular grids in a back-to- front order with respect to an arbitrary viewpoint. With the viewpoint, we associate an axis-alligned local reference framework. Projections on the XY plane of the local axis and the bisector of the first and third quadrants define six sectors. Specific visiting rules for collections of triangles that project on each sector are then defined. The experiments conducted show that the implementation of a simple algorithm based on the set of visiting rules defined allows real time interaction when the viewing position moves along an arbitrary 3D path.Item CEIG 2016: Frontmatter(Eurographics Association, 2016) Alejandro García-Alonso; Belen Masia; Alejandro Garcia-Alonso and Belen MasiaItem RehArkanoid: Arduino as a Low-cost Videogame Controller for a Serious Game(The Eurographics Association, 2016) Tirado, Gregorio Soria; Alvarado, Lidia Ortega; Godino, Félix Paulano; Higaruela, Francisco Feito; Sánchez, Matías Montávez; Alejandro Garcia-Alonso and Belen MasiaSerious games have been introduced in many areas, especially in training but also in rehabilitation of patients. In this paper we describe the use of Arduino cheap technology to help in wrist rehabilitation. The objective contist of monitoring the patient's wrist movements while playing with a video game. The game has been implemented using the free distribution of the video-game engine Unity.Item Juegos Serios para la Prevención de Caídas en Personas Mayores mediante el uso de Dispositivos RGBD(The Eurographics Association, 2016) Ayed, Ines; Alcover, Gabriel Moyà; Martínez-Bueso, Paz; Varona, Javier; Jaume-i-Capó, Antoni; Ghazel, A.; Alejandro Garcia-Alonso and Belen MasiaLas caídas son un problema grave entre las personas mayores. Diversos estudios han demostrado que el riesgo de caída puede ser minimizado con ejercicio y actividad física. Para ello, este trabajo propone dos prototipos de juegos que incluyen tareas para el equilibrio y el control postural para personas mayores. Estos juegos pueden ser integrados en los programas terapéuticos de hospitales y centros de rehabilitación. A continuación, se proporciona una descripción detallada del proceso de diseño y los detalles de implementación de los juegos propuestos, de los cuales un fisioterapeuta ha proporcionado una validación preliminar. Como trabajo futuro, se plantea un ensayo clínico para determinar su efectividad.Item Procedural Modeling of Terrain from GPS Routes(The Eurographics Association, 2016) Gasch, Cristina; Chover, Miguel; Remolar, Inmaculada; Rebollo, Cristina; Alejandro Garcia-Alonso and Belen MasiaProcedural modeling techniques provide an easy way for realistic terrain synthesis. There are many methods for this purpose, but few of them provide the necessary constraints to control the final result. The current controlling methods are slow and inaccurate. The goal of this paper is to present a new procedural method to synthesis realistic terrain that fulfills the constraint of a set of consecutive coordinates from GPS routes. In the new method, random terrain generation is based on Perlin noise algorithm. Instead of getting a random value for all points of each octave, the method presents the novelty of solving the needed values of each point to fulfill the coordinates of the GPS route when Perlin algorithm is applied. Points that are not included in the constraint, keep the randomness provided by the original Perlin method. The results show that the method allows, at low computational cost, to integrate different complexity paths with high accuracy while conserving the natural aspect of the procedural generation.Item Spatial Opacity Maps for Direct Volume Rendering of Regions of Interest(The Eurographics Association, 2016) Rodríguez-Aguilera, Alejandro; León, Alejandro; Alejandro Garcia-Alonso and Belen MasiaDespite the mature state of the volume rendering field, its adoption in medical applications is hindered by its complex parametrization and control, and 2D slice based tools are still preferred for clinical workflows. In this paper, we introduce the concept of spatial opacity maps as an interactive tool for exploring volumetric data focusing on the rendering of features of interest. In a region growing fashion, the maps are dynamically created from a user input on the 2D slices, taking into account not only the density values of the structure but also the topology. Using this approach, an inexperienced user is able to generate meaningful 3D renderings with no need to tweak non-intuitive visualization parameters. The spatial opacity maps are independent of the current visualization parameters and they can be easily plugged into the volume rendering integral and combined with other approaches for region of interest (ROI) visualization. We combine our approach with a simple automatic transfer function generation algorithm to improve the visualization of the contextual data.Item Knight Lore 20xx: Bringing a Classic Game to Modern Technology(The Eurographics Association, 2016) Galvany, Ricard; Patow, Gustavo; Alejandro Garcia-Alonso and Belen MasiaThis paper reports about the experience, problems encountered, and the solutions found to develop Knight Lore 20XX, an experiment of using Computer Graphics techniques to bring a classic game from the 80's to modern technology.Item Deployment of Volume Rendering Interactive Visualizations in Web Platforms With Intersected 3D Geometry(The Eurographics Association, 2016) Arbelaiz, Ander; Moreno, Aitor; Kabongo, Luis; Alejandro Garcia-Alonso and Belen MasiaVolume rendering is a visualization technique focused in volumetric datasets, which requires a great amount of computational power and memory resources. This situation is even more severe when HTML5 and WebGL implementations are used in ubiquitous platforms to render the virtual scene. This paper presents a WebGL based volume rendering algorithm to support 3D geometries (provided as a set of 3D triangles) inside the volumetric datasets. Implementation details to achieve interactive rates along the volume rendering methods are also discussed.