ABSTRACTS
SESSION I
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09.10 | Producing High-Quality Polygonal Meshes |
| Professor Leif Kobbelt, Computer Graphics and Multimedia, RWTH Aachen
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Abstract |
Today the generation of raw 3D models has become quite easy.
Typical sources for geometric data are: 3D scanning, CAD
system output, reconstructions from images and video and
so on. However, while these models usually have a sufficient
quality at the first glance, the removal of inconsistencies
and other optimizations are still necessary to make these
raw models any useful for downstream applications beyond
mere display. Besides this basic mesh repair, one would also
like to convert unstructured polygonal models into meshes
where individual faces are of high quality in terms of aspect
ratio and the degrees of freedom (i.e. vertices) are aligned
to major geometric features. These are the global and the
local aspects of remeshing techniques respectively. In my talk
I will present a number of mesh repair and mesh optimization
techniques which are numerically robust and sufficiently
efficient to process large dataset of realistic input quality.
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SESSION II: Sponsored by The Biophotonics Network
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10.20 | GPU-based Reconstruction of Surfaces from Points |
| Bjarke Jakobsen, IMM, DTU |
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Abstract |
Reconstruction of smooth surfaces from point sets is an important
problem in many applications since this sort of data often appear in
real-life scenarios. This paper presents method for solving this
this problem at interactive rates by means of second order energy
minimization obtained by solving for the square Laplacian = 0 on a discrete scalar
field using an iterative multigrid approach.
Every step in the reconstruction process takes place on the GPU.
Consequently, the surface is immediately available for any standard
volume visualization method utilizing packed volume textures. This
eliminates the need for large amounts of texture transfers or a
costly polygonization step.
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10.55 | Advanced Optics for Realistic Rendering |
| Jeppe Revall Frisvad, IMM, DTU |
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Abstract |
Many materials, perhaps most often organic materials, are not
opaque. When a translucent or semi-transparent object is present in a
scene, we refer to it as a participating medium and render it using
ray marching with a single scattering term and an approximate
diffusion term, a fully blown Monte Carlo ray tracing, or a
Bidirectional Surface Scattering Reflectance Distribution Function (a
BSSRDF, sometimes called a subsurface scattering computation). No
matter how we choose to render it, if we want a realistic appearance,
it is crucial that the correct optical properties are available for
the material. In this presentation, I will discuss the optical
properties of materials. It turns out that these optical properties
can be computed from the particle composition of the material. This
gives us great advantages. For example, I will show how we can create
a model which, given the fat, protein, and vitamin contents of some
milk, can predict the appearance of the milk. Or given the mineral and
algal contents of water, we can construct a model predicting its
appearance. In other words, I will show how advanced optics makes it
possible to construct a highly variable appearance model which
computes the optical properties that are crucial in realistic image
synthesis. |
SESSION III
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13.00 | Art Direction in Animation through Pose Space Deformation |
| Rasmus Tamstorf, Walt Disney Animation Studios |
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Abstract | Shapes are one of the key elements in graphic design. A recurring
challenge in high-end character animation is therefore the desire to art
direct the apparent shape of characters at all times. Pose Space based
Deformation (PSD) provides a method to achieve this through
high-dimensional interpolation techniques. Unfortunately, interpolation
(especially in high dimensions) is fraught with many problems, so this
presentation takes a look at a number of these problems and how they have
been addressed in order to produce a highly successful production tool.
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SESSION IV
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14.00 | Advanced D3D10 rendering |
| Emil Persson, AMD |
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Abstract |
With the introduction of Direct3D 10 a new world of opportunities opened up as well as a new set of caveats for developers to take into account. This speech will introduce you to the new features and concepts of the D3D10 API and explore some new and exciting rendering techniques enabled by this API. A couple of new D3D10 samples from AMD will be demonstrated and the ideas behind them explained in detail. Optimizations and pitfalls will also be discussed.
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SESSION V
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15.00 | Irradiance Volumes for Real-Time Dynamic Scenes |
| Rune Vendler, VGC |
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Abstract |
Irradiance volumes, in one form or another, have proven a useful tool
in the real-time graphics toolbox. While often precomputed and used to
improve the quality of lighting on dynamic objects in static
environments, other configurations with different tradeoffs are
possible. This talk will discuss an irradiance volume representation
and processing algorithm built to support dynamic environments and
lighting conditions, trading accuracy for performance, but retaining
the ability to express global effects.
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SESSION VI
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16.00 | Lessons Learned Developing Chili con Carnage |
| Kim Steen Riber, Deadline Games |
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Abstract |
Developing AAA games sets a high standard for the technology driving the game. When developing for small platforms like PSP and PS2 there is a large task in getting your code fast enough to hit the target framerate. This talk will describe some of the areas where we focused our efforts to achieve this goal. You will be surprised how much could be gained by tossing advanced log n algorithms in favor of very simple linear algorithms, simply because the constant factor could be reduced significantly by using the cache in a more efficient way. The presentation will also describe some of the tools used to identify performance bottlenecks, both in cpu, gpu and memory, and what was done to eliminate these performance issues.
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