Date: Wednesday, April 1st, Time: 9:00 - 10:30, Room: HS2
Presenters
Carlos A. Vanegas (Purdue University), Daniel G. Aliaga (Purdue University), Pascal Müller (Procedural Inc.), Paul Waddell (University of Washington), Ben Watson (NC State University), Peter Wonka (Arizona State University)
Abstract
Urban environments consist of a complex collection of physical structures and social behaviors. Accurately modeling both
the appearance and the behavior of dense urban areas is a significant challenge. The recent surge in urban data and its
availability via the Internet (e.g., Google Earth/Maps, Microsoft Visual Earth) has fomented a significant amount of research
in computer graphics and in a number of applications in urban planning, emergency management, and visualization. In this
state-of-the-art report, we seek to provide an overview of methods spanning computer graphics and related fields involved in
this goal. Our paper reports the most prominent methods in urban modeling and rendering, urban visualization and urban
simulation models. A reader will be well versed in the key problems and current solution methods.
Date: Wednesday, April 1st, Time: 11:00 - 12:30, Room: HS2
Presenters
Francesco Banterle (University of Warwick), Kurt Debattista (University of Warwick), Alessandro Artusi (University of Warwick), Sumanta Pattanaik (University of Central Florida), Karol Myszkowski (Max-Planck-Institut für Informatik), Patrick Ledda (University of Warwick), Marina Bloj (University of Bradford), and Alan Chalmers (University of Warwick)
Abstract
In the last few years researches in the High Dynamic Range (HDR) Imaging field have focused on providing tools
for expanding LDR content for the generation of HDR images and videos for HDR displays and Image Based
Lighting. Furthermore, another important problem has been tackled, the space compression of HDR content using
a tone mapping operator (TMOs) and its inverse.
The goal of this report is to provide a comprehensive overview on HDR Imaging, and an in depth review on these
emerging topics. Moreover, we are proposing how to classify and to validate them. Furthermore, limits of these
methods are discussed, showing the remaining challenges for the future.
Date: Wednesday, April 1st, Time: 16:00 - 17:30, Room: HS2
Presenters
H. van Welbergen (University of Twente), B. J. H. van Basten (Utrecht University), A. Egges (Utrecht University), Zs. Ruttkay (University of Twente), M. H. Overmars (Utrecht University)
Abstract
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ’natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off the offer between their motion naturalness and the amount of control that can be exerted over the motion. We give an overview of these techniques, focusing on the exact trade-offs made. We show how to parameterize, combine (on different body
parts) and concatenate motions to gain control. We discus several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control.
Date: Thursday, April 2nd, Time: 9:00 - 10:30, Room: HS3
Presenters
Tony McLoughlin (Swansea University) , Robert S. Laramee (Swansea University) , Ronald Peikert (ETH Zürich), and Min Chen (Swansea University)
Abstract
Flow visualization is a fascinating sub-branch of scientific visualization. With ever increasing computing power, it
is possible to process ever more complex fluid simulations. However, a gap between data set sizes and our ability
to visualize them remains. This is especially true for the field of flow visualization which deals with large, time-
dependent, multivariate simulation datasets. In this paper, geometry based flow visualization techniques form
the focus of discussion. Geometric flow visualization methods place discrete objects in the vector field whose
characteristics reflect the underlying properties of the flow. A great amount of progress has been made in this field
over the last two decades. However, a number of challenges remain, including placement, speed of computation,
and perception. In this survey, we review and classify geometric flow visualization literature according to the most
important challenges when considering such a visualization, a central theme being the seeding object upon which
they are based. This paper details our investigation into these techniques with discussions on their applicability
and their relative merits and drawbacks. The result is an up-to-date overview of the current state-of-the-art that
highlights both solved and unsolved problems in this rapidly evolving branch of research. It also serves as a
concise introduction to the field of flow visualization research.
Date: Thursday, April 2nd, Time: 11:00 - 12:30, Room: HS3
Presenters
Li-Yi Wei (Microsoft), Sylvain Lefebvre (INRIA Sophia-Antipolis), Vivek Kwatra (Google), Greg Turk (Georgia Tech)
Abstract
Recent years have witnessed significant progress in example-based texture synthesis algorithms. In this state-of-
the-art report, we aim to achieve three goals: (1) a tutorial that is easy to learn and understand for readers not
already familiar with this subject, (2) a comprehensive survey and comparisons for different methods, and (3)
a vision for future work that would guide and motivate readers interested in texture synthesis to pursue further
research. We plan to cover fundamental algorithms as well as extensions and applications for texture synthesis.
Date: Friday, April 3rd, Time: 9:30 - 11:00, Room: HS3
Presenters
Andreas Kolb (University of Siegen) , Erhardt Barth (University of Lübeck), Reinhard Koch (Christian-Albrechts-University Kiel), Rasmus Larsen (Technical University Copenhagen)
Abstract
A growing number of applications depend on accurate and fast 3D scene analysis. Examples are model and
lightfield acquisition, collision prevention, mixed reality, and gesture recognition. The estimation of a range map
by image analysis or laser scan techniques is still a time-consuming and expensive part of such systems.
A lower-priced, fast and robust alternative for distance measurements are Time-of-Flight (ToF) cameras. Recently,
significant improvements have been made in order to achieve low-cost and compact ToF-devices, that have the
potential to revolutionize many fields of research, including Computer Graphics, Computer Vision and Human
Computer Interaction (HCI).
These technologies are STting to have an impact on research and commercial applications. The upcoming gen-
eration of ToF sensors, however, will be even more powerful and will have the potential to become “ubiquitous
interactive geometry devices” for gaming, web-conferencing, and numerous other applications. This ST will
give an account of some recent developments in ToF-technology and will discuss applications of this technology
for graphics applications.