Tutorials 2005
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Item Simulation of Light Interaction with Human Skin(The Eurographics Association, 2005) Baranoski, G.V.G.; Krishnaswamy, A.; Ming Lin and Celine LoscosDespite the notable progress in physically-based rendering, there is still a long way to go before one can automatically generate predictable images of organic materials such as human skin. In this tutorial, the main physical and biological aspects involved in the processes of propagation and absorption of light by skin tissues are examined. These processes affect not only skin s appearance, but also its health. For this reason, they have also been the object of study in biomedical research. The models of light interaction with human skin developed by the biomedical community are mainly aimed at the simulation of skin spectral properties which are used to determine the concentration and distribution of various natural pigments. In computer graphics, the focus has been on the simulation of light scattering properties that affect skin appearance. Computer models used to simulate these spectral and scattering properties are described, and their strengths and limitations examined in detail in this tutorial. The emphasis of the discussions is on the predictive rendering of human skin, and open problems and new avenues of research in this area are also addressed.Item Multimodal Interfaces: an Introduction to ENACTIVE systems(The Eurographics Association, 2005) Bergamasco, Massimo; Ming Lin and Celine LoscosEnactive Interfaces are related to a fundamental "interaction" concept which is not exploited by most of the existing human-computer interface technologies. The traditional interaction with the information mediated by a computer is mostly based on symbolic or iconic knowledge, and not on enactive knowledge. While in the symbolic way of learning knowledge is stored as words, mathematical symbols or other symbol systems, in the iconic stage knowledge is stored in the form of visual images, such as diagrams and illustrations that can accompany verbal information. On the other hand, enactive knowledge is a form of knowledge based on the active use of the hand for apprehension tasks. Enactive knowledge is not simply multisensory mediated knowledge, but knowledge stored in the form of motor responses and acquired by the act of "doing". A typical example of enactive knowledge is constituted by the competence required by tasks such as typing, driving a car, dancing, playing a musical instrument, modelling objects from clay, which would be difficult to describe in an iconic or symbolic form. This type of knowledge transmission can be considered the most direct, in the sense that it is natural and intuitive, since it is based on the experience and on the perceptual responses to motor acts.Item High Dynamic Range Techniques in Graphics: from Acquisition to Display(The Eurographics Association, 2005) Goesele, Michael; Heidrich, Wolfgang; Höfflinger, Bernd; Krawczyk, Grzegorz; Myszkowski, Karol; Trentacoste, Matthew; Ming Lin and Celine LoscosThis course is motivated by tremendous progress in the development and accessibility of high dynamic range technology (HDR) that happened just recently, which creates many interesting opportunities and challenges in graphics. The course presents a complete pipeline for HDR image and video processing from acquisition, through compression and quality evaluation, to display. Also, successful examples of the use of HDR technology in research setups and industrial applications are provided. Whenever needed relevant background information on human perception is given which enables better understanding of the design choices behind the discussed algorithms and HDR equipment.Item Key Techniques for interactive Virtual Garment Simulation(The Eurographics Association, 2005) Volino, Pascal; Magnenat-Thalmann, Nadia; Thomaszewski, Bernhard; Wacker, Markus; Ming Lin and Celine LoscosVirtual garment design and simulation involves a combination of a large range of techniques, involving mechanical simulation, collision detection, and user interface techniques for creating garments. Here, we perform an extensive review of the evolution of these techniques made in the last decade to bring virtual garments to the reach of computer applications not only aimed at graphics, but also at CAD techniques for the garment industry.Item Preface(The Eurographics Association, 2005) Lin, Ming; Loscos, Celine; Ming Lin and Celine LoscosPreface and Table of ContentsItem EG 2005 Tutorial on Mixed Realities in Inhabited Worlds(The Eurographics Association, 2005) Magnenat-Thalmann, Nadia; Thalmann, Daniel; Fua, Pascal; Vexo, Frederic; Kim, HyungSeok; Ming Lin and Celine Loscos1. Outline of the tutorial<br> 1.1 Concepts and State of the Art of mixed realities in inhabited worlds<br> 1.1.1 Mixed Realities in inhabited worlds<br> 1.1.2 Believability and Presence<br> 1.2 Perception, Sensors and Immersive hardware for MR in Inhabited Worlds<br> 1.2.1 Vision Based 3D Tracking and Pose Estimation for MR <br> 1.2.2 Perception and sensors for Virtual Humans<br> 1.2.3 Hardware for mixed reality inhabited virtual world<br> 1.2.4 Emotional and conversational virtual humans<br> 1.3 MR in various applications<br> 1.3.1 Simulating Life in mixed realities Pompei world<br> 1.3.2 Simulating actors and audiences in ancient theaters<br> 1.3.3 MR in STAR, an industrial project<br> 1.3.4 Feeling presence in the treatment of social phobia<br> 2. Syllabus<br> 3. Resume of the presenters<br> 4. Selected Publications<br>Item Interaction in Distributed Virtual Environments(The Eurographics Association, 2005) Glencross, Mashhuda; Otaduy, Miguel; Chalmers, Alan; Ming Lin and Celine LoscosThis course will describe the main challenges faced when building engaging shared virtual environments supporting complex behaviour and interaction, and provide discussions on techniques that can be adopted to support some of these. In order to build such environments, it is necessary to combine high quality graphics, better modes of interaction, rich behavioural simulations and appropriate distribution strategies. After introducing the field of interaction and rich behaviour in collaborative virtual environments, we cover the main issues in three parts. First we look at techniques for improving the user s experience by using high-fidelity graphical rendering, and explore how this may be achieved in real-time through exploitation of features of the human visual perception system. We examine also how additional sensory modalities such as audio and haptic rendering may further improve this experience. Second we consider issues of distribution with an emphasis on avoiding potential pitfalls when distributing complex simulations together with an analysis of real network conditions, and the implications of these for distribution architectures that provide for shared haptic interaction. Finally we present the current state of the art of haptic interaction techniques. In particular the motivations for perceptually-inspired force models for haptic texture rendering, interaction between such models and GPU techniques for fast haptic texture rendering. The objective of this course is to give an introduction to the issues to consider when building highly engaging interactive shared virtual environments, and techniques to mediate complex haptic interaction with sophisticated 3D environments.Item Illustrative Visualization(The Eurographics Association, 2005) Viola, Ivan; Gröller, Meister E.; Hadwiger, Markus; Bühler, Katja; Preim, Bernhard; Ebert, David; Ming Lin and Celine LoscosThe tutorial presents state-of-the-art visualization techniques inspired by traditional technical and medical illustrations. Such techniques exploit the perception of the human visual system and provide effective visual abstractions to make the visualization clearly understandable. Visual emphasis and abstraction has been used for expressive presentation from prehistoric paintings to nowadays scientific and medical illustrations. Many of the expressive techniques used in art are adopted in computer graphics, and are denoted as illustrative or non-photorealistic rendering. Different stroke techniques, or brush properties express a particular level of abstraction. Feature emphasis or feature suppression is achieved by combining different abstraction levels in illustrative rendering. Challenges in visualization research are very large data visualization as well as multi-dimensional data visualization. To effectively convey the most important visual information there is a significant need for visual abstraction. For less relevant information the dedicated image space is reduced to enhance more prominent features. The discussed techniques in the context of scientific visualization are based on iso-surfaces and volume rendering. Apart from visual abstraction, i.e., illustrative representation, the visibility of prominent features can be achieved by illustrative visualization techniques such as cut-away views or ghosted views. The structures that occlude the most prominent information are suppressed in order to clearly see more interesting parts. Another smart way to provide information on the data is using exploded views or other types of deformation. Illustrative visualization is demonstrated via application-specific tasks in medical visualization. An important aspect as compared to traditional medical illustrations is the interactivity and real-time manipulation of the acquired patient data. This can be very useful in anatomy education. Another application area is surgical planning which is demonstrated with two case studies: neck dissection and liver surgery planning.Item Interactive Shape Modeling(The Eurographics Association, 2005) Alexa, Marc; Angelidis, Alexis; Cani, Marie-Paule; Singh, Karan; Zorin, Denis; Ming Lin and Celine LoscosThe course will present the state-of-the-art in digital modeling techniques, both in commercial software and academic research. The goal of this course is to impart the audience with an understanding of the big open questions as well as the skills to engineer recent research in interactive shape modeling applications.Item Collision Handling in Dynamic Simulation Environments(The Eurographics Association, 2005) Teschner, M.; Heidelberger, B.; Manocha, D.; Govindaraju, N.; Zachmann, G.; Kimmerle, S.; Mezger, J.; Fuhrmann, A.; Ming Lin and Celine LoscosThis tutorial will discuss collision detection algorithms with a special emphasis on the provided collision information. The potential combination with collision response schemes will be explained which is particular important for using collision detection algorithms in dynamic simulation environments. The tutorial will cover a large variety of relevant techniques. The tutorial starts with basic concepts, such as boundingvolume hierarchies, spatial partitioning, distance fields, and proximity queries. The idea of image-space collision detection is derived as a special case of spatial partitioning and it is illustrated how graphics hardware can be used to accelerate these methods. Based on the provided collision information, the potential combination with collision response schemes will be discussed for all techniques. The tutorial proceeds with further collision detection challenges that are particular important for dynamic simulation environments. Approaches to self-collision detection, as they can occur in deformable modeling, will be discussed. Stochastic methods, that can be used for time-critical collision detection, will be explained. Further, continuous collision detection will be introduced which aims at solving problems related to discrete-time simulations.