Tutorial Chairs: Sabine Coquillart (F), Heinrich Müller (D)
Day: Monday, Sep 2 Time: 8:30-17:30 Room: CS H2
T1: 3D Data Acquisition
First, different optical scanning techniques (e.g. structured light
triangulation, time-of-flight approaches) will briefly be presented. Other
acquisition related issues including the design of the scanning studio
will be discussed and evaluated. In the area of registration, we will consider
both the problems of initially aligning individual scans, and of refining
this alignment with variations of the Iterative Closest Point method. For
scan integration and mesh reconstruction, we will compare various methods
for computing, interpolating and approximating surfaces. We will then look
at various ways in which surface properties such as color and reflectance
can be extracted from acquired imagery. Finally, we will examine techniques
for the efficient management and rendering of very large, attribute-rich
meshes, including methods for the construction of simplified triangle-based
representation and sample-based rendering approaches.
Day: Monday, Sep 2 Time: 8:30-17:30 Room: MPI 019 (Visualization Room)
T2: Facial Modeling and Animation
We furthermore discuss texturing of head models and rendering of skin and hair, addressing problems related to texture synthesis, bump mapping with graphics hardware, and dynamics of hair. Typical applications for facial modeling and animation such as speech synchronization, head morphing, and virtual aging are presented and explained.
The target audience includes, but is not limited to, students, researchers,
and developers in the area of facial modeling and animation. The participants
are assumed to be familiar with basic computer graphics concepts.
Day: Tuesday, Sep 3 Time: 8:30-17:30 Room: CS H3
T3: Cloth Animation and Rendering
The challenge of computer animation is to break down physical models for complex structures as textiles, approximate them efficiently, and run fast simulations with intelligent numerical methods. Furthermore, interactivity and collisions with other objects in the scene are challenges that have motivated much creative work over the recent years.
The range of methods proposed in literature is quite large. The techniques vary from simplified methods designed for real-time applications to sophisticated methods that were designed to reproduce measured material properties.
Rendering cloth is especially difficult because of its complex material
properties. Software rendering can deal with these properties fairly easily,
once they have been acquired, but remains too slow for interactive applications.
Hardware accelerated rendering often provides a way to achieve interactive
renderings, unfortunately complex materials aren't directly supported.
We will demonstrate how interactive rendering with complex materials can
nonetheless be achieved.
Day: Tuesday, Sep 3 Time: 8:30-17:30 Room: MPI 024
T4: Programmable Graphics Hardware for Interactive Visualization
Day: Tuesday, Sep 3 Time: 8:30-17:30 Room: MPI 022
T5: Inhabited Virtual Heritage
The course will present the following concepts:
Necessary background: none
Potential target audience: PhD students, teachers, researchers.
Day: Tuesday, Sep 3 Time: 8:30-17:30 Room: CS H2
T6: Point Based Computer Graphics
Day: Monday, Sep 2 Time: 8:30-12:00 Room: MPI 022
TH1: More than RGB: Spectral Trends in Color Reproduction
This course follows spectral data through the graphics pipeline, examining
issues of rendering, color science, perception, gamut mapping, and color
management. We conclude with a discussion of trends and open problems in
managing spectral data for accurate color reproduction. Participants will
learn not only the theoretical background of color and spectral reproduction,
but practical guidelines often omitted in technical papers.
Day: Monday, Sep 2 Time: 8:30-12:00 Room: MPI 024
TH2: Modeling and Rendering of Synthetic Plants
In the tutorial the algorithms are classified into rule-based and procedural
approaches, a number of them is presented. Methods of combining plants
to ecosystems are given. Rendering of ecosystems will be described using
polygonal techniques and also image-based rendering methods. In the last
part the generation of non-realistic images of plants will be discussed
with applications in architecture and landscaping.
Day: Monday, Sep 2 Time: 14:00-17:30 Room: MPI 022
TH3: View-Dependent Rendering for Polygonal Datasets
This tutorial will focus on describing techniques to construct multi-resolution hierarchies for geometric objects, and utilizing these hierarchies to accelerate rendering and transmission of large polygonal datasets. It is intended for those who have an understanding of the basics of 3D graphics and analysis of algorithms. The goal of the tutorial course is to expose both students and professionals to various advanced techniques and algorithms to accelerate the rendering of large polygonal datasets through the use of multi resolution hierarchies.
The tutorial shall start by presenting level of details and multi-resolution
hierarchies in the general framework, then it covers the recently developed
view-dependent rendering approaches which include multi-triangulation,
generalized view-dependent rendering, and multi-resolution hierarchies
for dynamic objects and scenes. Lastly, it will introduce advance techniques
such as view-dependent rendering over network and integrating view-dependent
rendering with occlusion culling.
Day: Monday, Sep 2 Time: 14:00-17:30 Room: MPI 024
TH4: Geometric Data Structures for Computer Graphics
This tutorial aims at familiarizing practitioners in computer graphics with a wide range of data structures from computational geometry. This will enable the attendants to select the most suitable data structure when developing computer graphics algorithms. In particular, they will be able to readily recognize a problem when it can be mapped onto one of the methods presented in this tutorial.
Each geometric data structure will be presented in the following manner: first, the data structure will be described and some of its fundamental properties will be highlighted; after that, efficient computational geometry algorithms based on the data structure will be presented; and finally, a number of recent representative and practically relevant algorithms from computer graphics will be described, highlighting the utilization of the data structure in a creative and enlightening way.
The tutorial will focus on algorithms and data structures which have proven to be versatile, efficient, fundamental, and which can be readily implemented by experienced practitioners in the field. This will ensure that the audience will acquire knowledge they can utilize immediately for their work.
The intended audience are practitioners working in 3D computer graphics (VR, CAD/CAM, entertainment, animation, etc.). They should be familiar with the basic principles and the type of problems in the area.
The audience comprises also students from both computer graphics and
computational geometry, possibly working on a master or PhD thesis, who
want to get a feeling for the potential and possibilities obtained by applying
computational geometry to computer graphics problems.