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 Colloquy Cycle SS 2005

Current Schedule

In the sumer term of 2005 the following talks will be organized by our Institute. The talks are partially financed by the "Arbeitskreis Graphische Datenverarbeitung" of the OCG (Austrian Computer Society)

Date SpeakerTitleTimeLocation
04.03.2005 Frans Gerritsen (Philips, The Netherlands)
wegen Reiseproblemen abgesagt
  10:00-11:00 s.t.Seminarraum 186, Favoritenstraße 9, 5. Stock
09.03.2005 Matthias Teschner (University of Freiburg) Interacting Deformable Objects 16:00-17:00 s.t.TechGate Vienna, TechGate room 3.1
11.03.2005 Denis Gracanin (Virginia Tech University) cluster computing and visualization 10:00-11:00 s.t.Seminarraum 186, Favoritenstraße 9, 5. Stock
22.04.2005 Timo Aila (Helsinki University of Technology) Recent advances in physically- based soft shadows 10:30-11:30 s.t.Seminarraum 186, Favoritenstraße 9, 5. Stock
29.04.2005 Dr. Christopher Giertsen (Christian Michelsen Research Bergen, Norway) Immersive Virtual Reality for Oil Exploration and Production 10:30-11:30 s.t.Seminarraum 186, Favoritenstraße 9, 5. Stock
04.05.2005 David Laidlaw (Brown University) To Spelunk or Not to Spelunk: Does Immersive Virtual Reality Help Science? 10:00-10:45 s.t.TechGate Vienna, Donau-City-Strasse 1/3rd floor/gate 3, 1220 Vienna
13.05.2005 Reinhard Klein (Universit?Bonn, Institut fr Informatik II, Germany) Techniques for real-time high quality rendering of complex models 10:30-11:30 s.t.Seminarraum 186, Favoritenstraße 9, 5. Stock
24.05.2005 Baoquan Chen (University of Minnesota, Minneapolis) Visualizing Sparsely Scanned Outdoor Environments 12:00-13:00 s.t. Seminarraum 122, Gu?ausstra? 27-29, neues EI, Stiege I, 3. Stock
10.06.2005 Roman Durikovic (Comenius University, Slovakia) Rendering trics and techniques: Japanese lacquer, glare effect, and paints 10:30-11:15 s.t.Seminarraum 186, Favoritenstraße 9, 5. Stock
24.06.2005 Prof. Charles Hansen (University of Utah, USA) Suppose the World was Piecewise Plastic? 10:30-11:30 s.t.Seminarraum 186, Favoritenstraße 9, 5. Stock
05.09.2005 David Luebke (University of Virginia) The future is not framed 14:00-15:00 s.t.Seminarraum 186, Favoritenstraße 9, 5. Stock

Previous Schedules

Interacting Deformable Objects

Matthias Teschner, University of Freiburg

The realistic simulation of complex deformable objects at interactive rates comprises a number of challenging problems, including deformable modeling, collision detection, and collision response.
1. The deformable modeling approach has to provide interactive update rates, while guaranteeing a stable simulation. Furthermore, the approach has to represent objects with varying elasto-mechanical properties.
2. The collision detection algorithm has to handle geometrically complex objects, and also large numbers of potentially colliding objects. In particular, the algorithm has to consider the dynamic deformation of all objects.
3. The collision response method has to handle colliding and resting contacts among multiple deformable objects in a robust and consistent way. The method has to consider the fact that only sampled collision information is available due to the discretized object representations and the discrete-time simulation. The presentation discusses solutions to the aforementioned simulation aspects. Interactive software demonstrations illustrate all models, algorithms, and their potential for applications such as surgery simulation.

 

cluster computing and visualization

Denis Gracanin, Virginia Tech University

 

 

Recent advances in physically- based soft shadows

Timo Aila, Helsinki, Finland

This talk will cover two new algorithms for rendering physically-based soft shadows. The first method replaces the hundreds of shadow rays commonly used in stochastic ray tracers with a single shadow ray and a local reconstruction of the visibility function. Compared to tracing the shadow rays, our algorithm produces exactly the same image while executing one to two orders of magnitude faster in the test scenes used. Our first contribution is a two-stage method for quickly determining the silhouette edges that overlap an area light source, as seen from the point to be shaded. Secondly, we show that these partial silhouettes of occluders, along with a single shadow ray, are sufficient for reconstructing the visibility function between the point and the light source.
The second method does not cast shadow rays. Instead, we place both the points to be shaded and the samples of an area light source into separate hierarchies, and compute hierarchically the shadows caused by each occluding triangle. This yields an efficient algorithm with memory requirements independent of the complexity of the scene.

 

Immersive Virtual Reality for Oil Exploration and Production

Dr. Christopher Giertsen, Bergen, Norway

The process of locating oil reserves and position new oil wells involves many complex data types and many professional disciplines. The data sets are often extremely large, irregular, three-dimensional, dynamic, and may include many associated measured or simulated parameters. It is a great challenge to visualize and analyze such data, particularly when data sets from different disciplines need to be combined simultaneously, and be manipulated in real-time.
This talk presents an overview of a long-term research project, where the aim has been to make use of large screen visualization and virtual reality interaction in order to improve critical oil company work processes. First, the project idea and the most important data types will be described. Then, some of the new visualization methodology and interaction techniques developed in the project will be reviewed. This also includes an outline of unsolved visualization research issues. Finally, the business impact of the project results will be summarized.

 

To Spelunk or Not to Spelunk: Does Immersive Virtual Reality Help Science?

David Laidlaw, Brown University

The speaker will present the results of several experiments to evaluate visualization environments. Together, the results help to explain some of the tradeoffs between large-format 3D virtual-reality displays (e.g., a Cave) and other display formats. All of the results are motivated by the belief that immersive virtual reality has the potential to accelerate the pace of scientific discovery for scientists studying large complicated 3D problems. The results the speaker will present come from experiments, which represent a number of different approaches: first, anecdotal reports about scientists using visualization applications; second, performance measurements of non-expert subjects on abstracted tasks; third, evidence about the impact of the virtual environment on performance; and fourth, subjective evaluations by visual design experts. As might be expected when asking which displays performed better, the answer is it depends on the scientific application, on the tasks used in evaluations, and on the details of the display technologies. The speaker will conclude with some thoughts on how the different evaluation approaches complement each other to give a more complete picture.

 

Techniques for real-time high quality rendering of complex models

Prof. Reinhard Klein, Universität Bonn

Despite recent advances in finding effective LOD-Representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging task, especially under real-time constraints and high demands on the visual accuracy. In the first part of this talk I will give an overview over our recent results on the simplification and efficient hybrid rendering of complex meshes and point clouds. After introducing the general hierarchical concept I will present two hybrid LOD algorithms for real-time rendering of complex models and environments. In the first approach we use points and triangles as the basic rendering primitives. To preserve the appearance of an object a special error measure for simplification was developed which allows us to steer the LOD generation in such a way that the geometric as well as the appearance deviation is bounded in image space. A novel hierarchical approach supports the efficient computation of the Hausdorff distance between the simplified and original mesh during simplification. In the second approach we refrain from using triangles in combination with points. Instead we replace most of the points by planes. Using these planes the filtering and therefore the rendering quality is comparable to elaborate point rendering methods but significantly faster since it is supported in hardware. In the second part we concentrate on efficient GPU based rendering of Trimmed Non-Uniform Rational B-Spline surfaces (NURBS). Due to the irregular mesh data structures required for trimming there were no algorithms that exploit the GPU for tessellation so far. Instead, all recent approaches perform a pre-tessellation and use level-of-detail techniques in order to deal with complex Trimmed NURBS models. In contrast to a simple API these methods require tedious preparation of the models before rendering. In addition this pre-processing hinders interactive editing. With our new method the trimming region can be defined by a trim-texture that is dynamically adapted to the required resolution and allows for an efficient trimming of surfaces on the GPU. Combing this new method with a GPU-based tessellation of cubic rational surfaces allows a new rendering algorithm for arbitrary trimmed NURBS and even T-Spline surfaces with prescribed error in screen space on the GPU. The performance exceeds current CPU-based techniques by a factor of about 200 and makes real-time visualization of trimmed NURBS and T-Spline surfaces possible on consumer-level graphics cards.

 

Visualizing Sparsely Scanned Outdoor Environments

Baoquan Chen, University of Minnesota at Twin Cities

Capturing and animating real-world scenes have attracted increasing research interest. To offer unconstrained navigation of the scenes, 3D representations are first needed. Advancement in laser scanning technology is making 3D acquisition feasible for objects of ever larger scales. However, outdoor environment scans demonstrate the following properties: (1) incompleteness - a complete scan of every object in the environment is impossible to obtain due to self- and inter-object obstruction and constrained accessibility of the scanner; (2) complexity - natural objects, such as trees and plants are complex in terms of their geometric shapes; (3) inaccuracy - data can be unreliable due to scanning hardware limitations and movement of objects, such as plants and trees during the scanning process; and (4) large data size. These properties raise unprecedented challenges for existing methods. In this talk, I will describe our solutions towards addressing these challenges. They fall into two directions of approach: the first one is artistic abstraction and depiction of point clouds, and the second one is constructing full geometry out of limited scans.

 

Suppose the World was Piecewise Plastic?

Professor Charles Hansen, University of Utah

Is it ridiculous to think of the world has nothing but plastic? That is precisely an assumption most volume renders make by using the Phong illumination model. Direct volume rendering has proven to be an effective and flexible visualization method for interactive exploration and analysis of 3D scalar fields. While widely used, most if not all applications render (semi-transparent) surfaces lit by an approximation to the Phong local surface shading model. This model renders surfaces simplistically (as plastic objects) and does not provide sufficient lighting information for good spatial acuity. In fact, the constant ambient term leads to misperception of information that limits the effectiveness of visualizations. Furthermore, the Phong shading model was developed for surfaces, not volumes. The model does not work well for volumetric media where sub-surface scattering dominates the visual appearance (e.g. tissue, bone, marble, and atmospheric phenomena). As a result, it is easy to miss interesting phenomena during data exploration and analysis. Worse, these types of materials occur often in modeling and simulation of the physical world. Physically correct lighting has been studied in the context of computer graphics where it has been shown that the transport of light is computationally expensive for even simple scenes. Yet, for visualization interactivity is necessary for effective understanding of the underlying data. We seek increased insight into volumetric data through the use of more faithful rendering methods that take into consideration the interaction of light with the volume itself.

 

The future is not framed

David Luebke, University of Virginia

The ultimate display will not show images. To drive the display of the future, we must abandon our traditional concepts of pixels, and of images as grids of coherent pixels, and of imagery as a sequence of images. So what is this ultimate display? One thing is obvious: the display of the future will have incredibly high resolution. A typical monitor today has 100 dpi-far below a satisfactory printer. Several technologies offer the prospect of much higher resolutions; even today you can buy a 300 dpi e-book. Accounting for hyperacuity, one can make the argument that a "perfect" desktop-sized monitor would require about 6000 dpi-call it 11 gigapixels. Even if we don't seek a perfect monitor, we do want large displays. The very walls of our offices should be active display surfaces, addressable to a resolution comparable to or better than current monitors. It's not just spatial resolution, either. We need higher temporal resolution: hardcore gamers already use single buffering to reduce delays. The human factors literature justifies this: even 15 ms of delay can harm task performance. Exotic technologies (holographic, autostereoscopic...) just increase the spatial, temporal, and directional resolution required. Suppose we settle for 1 gigapixel displays that can refresh at 240 Hz-roughly 4000x typical display bandwidths today. Recomputing and refreshing every pixel every time is a Bad Idea, for power and thermal reasons if nothing else. We will present an alternative: discard the frame. Send the display streams of samples (location+color) instead of sequences of images. Build hardware into the display to buffer and reconstruct images from these samples. Exploit temporal coherence: send samples less often where imagery is changing slowly. Exploit spatial coherence: send fewer samples where imagery is low-frequency. Without the rigid sampling patterns of framed renderers,sampling and reconstruction can adapt with very fine granularity to spatio-temporal image change. Sampling uses closed-loop feedback to guide sampling toward edges or motion in the image. A temporally deep buffer stores all the samples created over a short time interval for use in reconstruction. Reconstruction responds both to sampling density and spatio-temporal color gradients. We argue that this will reduce bandwidth requirements by 1-2 orders of magnitude, and show results from our preliminary experiments.

 

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