9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 4 Geometry Processing.

Slides:



Advertisements
Similar presentations
Computer graphics & visualization Collisions. computer graphics & visualization Simulation and Animation – SS07 Jens Krüger – Computer Graphics and Visualization.
Advertisements

Zhao Dong 1, Jan Kautz 2, Christian Theobalt 3 Hans-Peter Seidel 1 Interactive Global Illumination Using Implicit Visibility 1 MPI Informatik Germany 2.
9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Poster Session 3 Simulation.
Developer’s Survey of Polygonal Simplification Algorithms Based on David Luebke’s IEEE CG&A survey paper.
High-Quality Simplification with Generalized Pair Contractions Pavel Borodin,* Stefan Gumhold, # Michael Guthe,* Reinhard Klein* *University of Bonn, Germany.
Stefan Gumhold,* Pavel Borodin, # Reinhard Klein # *University of Tuebingen, Germany # University of Bonn, Germany Intersection Free Simplification.
Hierarchical Multi-Resolution Finite Element Model for Soft Body Simulation Matthieu Nesme, François Faure, Yohan Payan 2 nd Workshop on Computer Assisted.
Haptic Rendering using Simplification Comp259 Sung-Eui Yoon.
SURGICAL SIMULATIONS: IT’S ALL IN A GAME ! Gaming techniques for medical applications. V. Kotamraju, S. Payandeh, J. Dill Experimental Robotics Laboratory,
Pauly, Keiser, Kobbelt, Gross: Shape Modeling with Point-Sampled GeometrySIGGRAPH 2003 Shape Modeling with Point-Sampled Geometry Mark Pauly Richard Keiser.
Bounding Volume Hierarchy “Efficient Distance Computation Between Non-Convex Objects” Sean Quinlan Stanford, 1994 Presented by Mathieu Brédif.
CSE351/ IT351 Modeling and Simulation
Adapted from: CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware Naga K. Govindaraju, Stephane.
CS 326 A: Motion Planning robotics.stanford.edu/~latombe/cs326/2004/index.htm Collision Detection and Distance Computation: Feature Tracking Methods.
Point Based Animation of Elastic, Plastic and Melting Objects Matthias Müller Richard Keiser Markus Gross Mark Pauly Andrew Nealen Marc Alexa ETH Zürich.
Overview Class #10 (Feb 18) Assignment #2 (due in two weeks) Deformable collision detection Some simulation on graphics hardware... –Thursday: Cem Cebenoyan.
Content Subdivision First some basics (control point polygon, mesh)
CS 326 A: Motion Planning robotics.stanford.edu/~latombe/cs326/2004/index.htm Collision Detection and Distance Computation.
Haptic Cloth Rendering 6th Dutch-Belgian Haptics Meeting TUDelft, 21 st June 2006 Lode Vanacken Expertise centre for Digital Media (EDM) Hasselt University.
Modeling Fluid Phenomena -Vinay Bondhugula (25 th & 27 th April 2006)
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Collision Detection for Deformable Objects Xin Huang 16/10/2007.
Spectral Processing of Point-sampled Geometry
1 Advanced Scene Management System. 2 A tree-based or graph-based representation is good for 3D data management A tree-based or graph-based representation.
CS 326A: Motion Planning ai.stanford.edu/~latombe/cs326/2007/index.htm Collision Detection and Distance Computation.
CS 326A: Motion Planning ai.stanford.edu/~latombe/cs326/2007/index.htm Collision Detection and Distance Computation.
Smart Hardware- Accelerated Volume Rendering Stefan Roettger Stefan Guthe Daniel Weiskopf Wolfgang Strasser Thomas Ertl.
Deep Screen Space Oliver Nalbach, Tobias Ritschel, Hans-Peter Seidel.
REVES research group REndering for Virtual Environments with Sound REVES/INRIA, Sophia-Antipolis, France Contact:
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 19 Other Graphics Considerations Review.
Stefan Roettger University of Stuttgart A Two-Step Approach for Interactive Pre-Integrated Volume Rendering of Unstructured Grids VolVis '02 A Two-Step.
Final Project Presentation& Demo Zhi Dong Real Time FEM of Elasto-Plastic Simulation.
REAL-TIME VOLUME GRAPHICS Markus Hadwiger VRVis Research Center, Vienna Eurographics 2006 Real-Time Volume Graphics [04] GPU-Based Ray-Casting.
Interactive Rendering of Meso-structure Surface Details using Semi-transparent 3D Textures Vision, Modeling, Visualization Erlangen, Germany November 16-18,
Smart Hardware-Accelerated Volume Rendering Stefan Roettger Stefan Guthe Daniel Weiskopf.
Monday, October 12, 2015Monday, October 12, 2015Monday, October 12, 2015Monday, October 12, 2015Sibgrapi Natal1 CHF: A Scalable Topological Data.
Computer Graphics 2 Lecture 8: Visibility Benjamin Mora 1 University of Wales Swansea Pr. Min Chen Dr. Benjamin Mora.
GRAVIR / IMAG, Grenoble, FRANCE A joint lab of CNRS, INPG, INRIA and UJF June 12, 2003IS4TM, Juan-Les-Pins, FRANCE Real-time Simulation of Self-Collisions.
Adaptively Sampled Distance Fields Representing Shape for Computer Graphics Ronald N. Perry and Sarah F. Frisken Mitsubishi Electric Research Laboratories.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Visibility map (high low) Surveillance with Visual Tagging and Camera Placement J. Zhao and S.-C. Cheung — Center for Visualization and Virtual Environment,
Quick-CULLIDE: Efficient Inter- and Intra- Object Collision Culling using Graphics Hardware Naga K. Govindaraju, Ming C. Lin, Dinesh Manocha University.
Collaborative Visual Computing Lab Department of Computer Science University of Cape Town Graphics Topics in VR By Shaun Nirenstein.
Collision and Proximity Queries Dinesh Manocha Department of Computer Science University of North Carolina
1 Implicit Visibility and Antiradiance for Interactive Global Illumination Carsten Dachsbacher 1, Marc Stamminger 2, George Drettakis 1, Frédo Durand 3.
Hardware-accelerated Rendering of Antialiased Shadows With Shadow Maps Stefan Brabec and Hans-Peter Seidel Max-Planck-Institut für Informatik Saarbrücken,
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Shape Modeling with Point-Sampled Geometry Mark Pauly, Richard Keiser, Leif P. Kobbelt, Markus Gross (ETH Zurich and RWTH Aachen)
Interactive Point-based Modeling of Complex Objects from Images Pierre Poulin (a,b) Marc Stamminger (a,c) François Duranleau (b) Marie-Claude Frasson (a)
A Computationally Efficient Framework for Modeling Soft Body Impact Sarah F. Frisken and Ronald N. Perry Mitsubishi Electric Research Laboratories.
Efficient Raytracing of Deforming Point-Sampled Surfaces Mark Pauly Leonidas J. Guibas Bart Adams Philip Dutré Richard Keiser Markus Gross.
Efficient Visual Object Tracking with Online Nearest Neighbor Classifier Many slides adapt from Steve Gu.
Efficient Streaming of 3D Scenes with Complex Geometry and Complex Lighting Romain Pacanowski and M. Raynaud X. Granier P. Reuter C. Schlick P. Poulin.
Hardware-accelerated Point-based Rendering of Surfaces and Volumes Eduardo Tejada, Tobias Schafhitzel, Thomas Ertl Universität Stuttgart, Germany.
Stable 6-DOF Haptic Rendering with Inner Sphere Trees René Weller, Gabriel Zachmann Clausthal University, Germany IDETC/CIE.
A stochastic approach for collision detection in a highly deformable surface Laks Raghupati, Vincent Cantin, François Faure, Marie-Paule Cani EVASION-GRAVIR.
Graphics Interface 2009 The-Kiet Lu Kok-Lim Low Jianmin Zheng 1.
3/16/04James R. McGirr1 Interactive Rendering of Large Volume Data Sets Written By : Stefan Guthe Michael Wand Julius Gonser Wolfgang Straβer University.
컴퓨터 그래픽스 Real-time Rendering 1. Introduction.
CULLIDE: Interactive Collision Detection Between Complex Models in Large Environments using Graphics Hardware Presented by Marcus Parker By Naga K. Govindaraju,
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
CHC ++: Coherent Hierarchical Culling Revisited Oliver Mattausch, Jiří Bittner, Michael Wimmer Institute of Computer Graphics and Algorithms Vienna University.
1 Geometry for Game. Geometry Geometry –Position / vertex normals / vertex colors / texture coordinates Topology Topology –Primitive »Lines / triangles.
Stable 6-DOF Haptic Rendering with Inner Sphere Trees
Real-Time Soft Shadows with Adaptive Light Source Sampling
Exploiting Mirrors in Interactive Reconstruction with Structured Light
Iterative Optimization
Introduction to Computer Graphics with WebGL
Martin Granger-Piché Emric Epstein Pierre Poulin
Computer Animation Algorithms and Techniques
Presentation transcript:

9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Poster Session 4 Geometry Processing

Stefan Röttger, Stefan Guthe 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Convexification of Unstructured Grids University of Erlangen / Tübingen

Convexification of Unstructured Grids Topic: depth sorting of tetrahedral grids Fact: convex grids can be sorted easily Contribution: we show a practical implementation of a convexification algorithm that transforms arbitrary concave grids into a convex representation Result: high depth sorting performance Additionally, we show pre-integrated tetrahedral lighting for the PT algorithm

Stefan Gumhold 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Hierarchical Shape-Adaptive Quantization for Geometry Compression Max-Planck-Institut Informatik

Shape-Adaptive Coding Quantization –vertex-vertex distance –Hausdorff bound –validity region Rate Optimization –extensive search –hierarchical grid Results –same decompression speed –save 3 bits per vertex

Thomas Lewiner 1,2, Luiz Velho 3, Hélio Lopes 1 and Vinicius Mello 3 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Simplicial Isosurface Compression 1 PUC-Rio de Janeiro 2 INRIA - Sophia Antipolis 3 IMPA - Rio de Janeiro

Tools Binary Multi-Triangulation Irregular Base Data Prediction Adaptation Adaptation Regular Base Data

Features Progressive compressionProgressive compression Distortion/Topology controlDistortion/Topology control Better Rate/DistortionBetter Rate/Distortion

S. Kimmerle*, M. Nesme**, F. Faure** 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Hierarchy Accelerated Stochastic Collision Detection *WSI/GRIS University Tübingen, **GRAVIR INRIA Rhône-Alpes

Hierarchy Accelerated Stochastic Collision Detection Framework for collision and self-collision detection of deformable objects Combines stochastic collision detection with a hierarchical bounding volume approach BVH collision detection finds close areas Within these areas close features are found by tracking randomly selected pairs of primitives Time-coherence is employed Trade-off between accuracy and computation time is possible

Richard Keiser¹, Matthias Müller¹, Bruno Heidelberger¹, Matthias Teschner², Markus Gross¹ 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Contact Handling for Deformable Point-Based Objects ¹Computer Graphics Lab, ETH Zürich ²Albert-Ludwigs-Universität Freiburg

Contact Handling for Deformable Point-Based Objects Collision Detection –High resolution surface Collision Response –Low resolution volume representation Yielding Stable and Efficient Animations Simple Computation of Contact Surface

M. Guthe, Á. Balázs, and R, Klein 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Real-time out-of-core trimmed NURBS rendering and editing Institute of Computer Science II University of Bonn, Germany

Out-of-core NURBS Out-of-core support Fast preprocessing Real-time rendering Arbitrary precision High quality Interactive editing fps ~1.1 million NURBS fps fps

M.Sattler, R.Sarlette, G. Zachmann, R. Klein 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Hardware-accelerated ambient occlusion computation University of Bonn, Germany

Hardware-accelerated ambient occlusion computation Problem  hard shadows insufficient for realistic appearance Goal  fast shadowing from natural illumination Idea  use occlusion queries for visibility determination Key features  no precomputation  arbitrary deforming geometry  HDR image based illumination  easy implementation

B. Heidelberger, M. Teschner, R. Keiser, M. Müller, M. Gross 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Consistent Penetration Depth Estimation for Deformable Collision Response Computer Graphics Laboratory ETH Zurich, Switzerland

Consistent Penetration Depth Estimation for Deformable Collision Response Problem: Non-plausible collision response forces based on inconsistent penetration depth due to discrete simulation time steps and object discretization. Standard Approach: “Nearest Feature” Novel Approach: “Consistent Estimation”

Rhaleb Zayer, Christian Rössl, Hans-Peter Seidel 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Efficient Iterative Solvers for Angle Based Flattening Max-Planck-Institut für Informatik

Efficient Iterative Solvers for ABF Modified Uzawa Modified Minres