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Item Answering to What is the criterion? questions using integral geometry tools(Eurographics Association, 2001) Jones, A.; Zhukov, S.; Krupkin, A.; Sbert, M.-Item Clifford Algebra, Clifford Analysis and Applications in Physics and Visualization(Eurographics Association, 2001) Scheuermann, Gerik; Hagen, Hans-Item Collision Handling for Virtual Environments(Eurographics Association, 2001) O’Sullivan, Carol; Dingliana, John; Ganovelli, Fabio; Bradshaw, GarethAn efficient and realistic collision handling mechanism is fundamental to any physically plausible Virtual Environment. In this tutorial, we will first examine the applications of collision handling, and introduce the open problems in this area. We will then provide a detailed introduction to the many different approaches, past and current, to the problems of collision detection and contact modelling. The construction and evaluation of the wide range of bounding volume hierarchies used for collision detection will be discussed, as will the particular problems associated with deformable object animation. The next issue to be addressed is the problem of collision response, and finally we will discuss perceptual issues relating to this topic.Item Data Mining and Visualization of High Dimensional Datasets(Eurographics Association, 2001) Inselberg, Alfred-Item Inhabited Virtual Heritage(Eurographics Association, 2001) Magnenat-Thalmann, Nadia; Chalmers, Alan; Thalmann, DanielTwo techniques depending on the interest – accuracy and precision of the obtained object model shapes, • CAD systems, medical application. – visual realism and speed for animation of the reconstructed models, • internet applications • Virtual Reality applications.Item Interactive Simulation for Multimodal Virtual Environments(Eurographics Association, 2001) Pai, Dinesh K.-Item Rendering and Visualization in Parallel Environments(Eurographics Association, 2001) Bartz, Dirk; Silva, ClaudioThe continuing commoditization of the computer market has precipitated a qualitative change. Increasingly powerful processors, large memories, big harddisk, high-speed networks, and fast 3D rendering hardware are now affordable without a large capital outlay. Clusters of workstations and SMP-servers are utilizing these technologies to drive interactive applications like large graphical display walls (i.e., Powerwall or CAVE systems). In this tutorial, attendees will learn how to understand and leverage (technical and personal) workstation- and serverbased systems as components for parallel rendering. The goal of the tutorial is twofold: Attendees will thoroughly understand the important characteristics workstations architectures. We will present an overview of different workstation (Intel-based and others) and server architectures (including graphics hardware), addressing both single-processors as well as SMP architectures. We will also introduce important methods of programming in parallel environment with special attention how such techniques apply to developing cluster-based parallel renderers. Attendees will learn about different approaches to implement parallel renderers. The tutorial will cover parallel polygon and volume rendering. We will explain the underlying concepts of workload characterization, workload partitioning, and static, dynamic, and adaptive load balancing. We will then apply these concepts to characterize various parallelization strategies reported in the literature for polygon and volume rendering. We abstract from the actual implementation of these strategies and instead focus on a comparison of their benefits and drawbacks. Case studies will provide additional material to explain the use of these techniques. The tutorial will be structured into three main sections: We will first discuss the fundamentals of parallel programming and parallel machine architectures. Topics include message passing vs. shared memory, thread programming, a review of different SMP architectures, clustering techniques, PC architectures for personal workstations, and graphics hardware architectures. The second section builds on this foundation to describe key concepts and particular algorithms for parallel polygon and volume rendering. These concepts are supplemented with concrete parallel rendering implementationsItem Simulation of Light Interaction with Plants(Eurographics Association, 2001) Baranoski, Gladimir V. G.; Rokne, Jon G.The visual simulation of plants involves two major areas of computer graphics research: geometrical modeling and lighting modeling. Clearly, the first step to visualize a plant is to geometrically model its shape and structural characteristics. The next step is to simulate its interaction with light in order to determine appearance attributes such as color, glossiness and translucency. This step corresponds to the main stage of the rendering pipeline. After all, our perception of any object depends on how it scatters or absorbs light. Viewed in this context, the understanding of the natural processes involved in light interaction with plants is not only central to the simulation of their appearance, but it is also essential for the simulation of their growth and their interaction with the surrounding environment. In this tutorial the main physical and biological aspects involved in the processes of reflection, transmission and absorption of light by plants are addressed. The formulation of virtual measurement devices used to verify the accuracy of reflectance and scattering models is also presented. Computer graphics models of light interaction with plants are examined in detail to allow their implementation and incorporation into rendering frameworks by computer graphics researchers and skilled practitioners. Finally, open problems and current trends in this area are discussed. The focus of this discussion will be on the generation of more realistic images of natural scenes through the use of more comprehensive and efficient reflectance and transmittance models for plants.Item