STARs 2005
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Item Deforming and Animating Discretely Sampled Object Representations(The Eurographics Association, 2005) Chen, M.; Correa, C.; Islam, S.; Jones, M. W.; Shen, P.-Y.; Silver, D.; Walton, S. J.; Willis, P. J.; Yiorgos Chrysanthou and Marcus MagnorA discretely sampled object representation (DSOR) defines a graphical model using data obtained by a sampling process, which takes a collection of samples at discrete positions in space in order to capture certain geometrical and physical properties of one or more objects of interest. Examples of DSORs include images, videos, volume datasets and point datasets. Unlike many commonly used data representations in computer graphics, DSORs lack in geometrical, topological and semantic information, which is much needed for controlling deformation and animation. Hence it poses a significant scientific and technical challenge to develop deformation and animation methods that operate upon DSORs. Such methods can enable computer graphics and computer animation to benefit enormously from the advances of digital imaging technology. In this state of the art report, we survey a wide-range of techniques that have been developed for manipulating, deforming and animating DSORs. We consider a collection of elementary operations for manipulating DSORs, which can serve as building blocks of deformation and animation techniques. We examine a collection of techniques that are designed to transform the geometry shape of deformable DSORs and pay particular attention to their deployment in surgical simulation. We review a collection of techniques for animating digital characters in DSORs, focusing on recent developments in volume animation.Item Image-based Representations for Accelerated Rendering of Complex Scenes(The Eurographics Association, 2005) Jeschke, Stefan; Wimmer, Michael; Purgathofer, Werner; Yiorgos Chrysanthou and Marcus MagnorThis paper gives an overview of image-based representations commonly used for reducing the geometric complexity of a scene description in order to accelerate the rendering process. Several different types of representations and ways for using them have been presented, which are classified and discussed here. Furthermore, the overview includes techniques for accelerating the rendering of static scenes or scenes with animations and/or dynamic lighting effects. The advantages and drawbacks of the different approaches are illuminated, and unsolved problems and roads for further research are shown.Item Laplacian Mesh Processing(The Eurographics Association, 2005) Sorkine, Olga; Yiorgos Chrysanthou and Marcus MagnorSurface representation and processing is one of the key topics in computer graphics and geometric modeling, since it greatly affects the range of possible applications. In this paper we will present recent advances in geometry processing that are related to the Laplacian processing framework. This framework is based on linear operators defined on polygonal meshes, and furnishes a variety of processing applications, such as shape approximation and compact representation, mesh editing, filtering, watermarking and morphing. The core of the framework is the mesh Laplacian operator, which allows to define differential coordinates and new bases for efficient mesh geometry representation.Item Physically Based Deformable Models in Computer Graphics(The Eurographics Association, 2005) Nealen, Andrew; Müller, Matthias; Keiser, Richard; Boxerman, Eddy; Carlson, Mark; Yiorgos Chrysanthou and Marcus MagnorPhysically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, meshfree methods, coupled particle systems and reduced deformable models based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.Item Preface(The Eurographics Association, 2005) -; Yiorgos Chrysanthou and Marcus MagnorPreface and Table of ContentsItem A Survey of General-Purpose Computation on Graphics Hardware(The Eurographics Association, 2005) Owens, John D.; Luebke, David; Govindaraju, Naga; Harris, Mark; Krüger, Jens; Lefohn, Aaron E.; Purcell, Timothy J.; Yiorgos Chrysanthou and Marcus MagnorThe rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware a compelling platform for computationally demanding tasks in a wide variety of application domains. In this report, we describe, summarize, and analyze the latest research in mapping general-purpose computation to graphics hardware. We begin with the technical motivations that underlie general-purpose computation on graphics processors (GPGPU) and describe the hardware and software developments that have led to the recent interest in this field. We then aim the main body of this report at two separate audiences. First, we describe the techniques used in mapping general-purpose computation to graphics hardware. We believe these techniques will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques. Second, we survey and categorize the latest developments in general-purpose application development on graphics hardware. This survey should be of particular interest to researchers who are interested in using the latest GPGPU applications in their systems of interest.Item Verification of Physically Based Rendering Algorithms(The Eurographics Association, 2005) Ulbricht, Christiane; Wilkie, Alexander; Purgathofer, Werner; Yiorgos Chrysanthou and Marcus MagnorWithin computer graphics, the field of predictive rendering is concerned with those methods of image synthesis which yield results that do not only look real, but are also radiometrically correct renditions of nature, i.e. which are accurate predictions of what a real scene would look like under given lighting conditions. In order to guarantee the correctness of the results obtained by such techniques, three stages of such a rendering system have to be verified with particular care: the light reflection models, the light transport simulation and the perceptually based calculations used at display time. In this report, we will concentrate on the state of the art with respect to the second step in this chain. Various approaches for experimental verification of the implementation of a physically based rendering system have been proposed so far. However, the problem of proving that the results are correct is not fully solved yet, and no standardized methodology is available.We give an overview of existing literature, discuss the strengths and weaknesses of the described methods and illustrate the unsolved problems. We also briefly discuss the related issue of image quality metrics.