Browsing Tutorials 2006 by Issue Date
Now showing items 1-14 of 14
-
GPUGI: Global Illumination Effects on the GPU
(The Eurographics Association, 2006)In this tutorial we explain how global illumination rendering methods can be implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of Di- rectX/OpenGL pipelines, but ... -
Real Time Interactive Massive Model Visualization
(The Eurographics Association, 2006)Real-time interaction with complex models has always challenged interactive computer graphics. Such models can easily contain gigabytes of data. This tutorial covers state-of- the-art techniques that remove current memory ... -
Illustrative Visualization for Medicine and Science
(The Eurographics Association, 2006)This tutorial presents recent and important research and developments from academia in illustrative, nonphotorealistic rendering (NPR) focusing on its use for medical/science subjects. Lectures are organized within a ... -
EG 2006 Course on Populating Virtual Environments with Crowds
(The Eurographics Association, 2006)Necessary background and potential target audience for the tutorial: experience with computer animation is recommended but not mandatory. The course is intended for animators, designers, and students in computer science. -
Geometric Modeling Based on Triangle Meshes
(The Eurographics Association, 2006)In the last years triangle meshes have become increasingly popular and are nowadays intensively used in many different areas of computer graphics and geometry processing. In classical CAGD irregular triangle meshes developed ... -
Modern Parallel Coordinates
(The Eurographics Association, 2006)The desire to augment our 3-dimensional perception and the need to understand multivariate problems spawned several multidimensional visualization methodologies. Understanding the underlying geometry of a multivariate ... -
Collision Handling and its Applications
(The Eurographics Association, 2006)In contrast to real-world scenarios, object representations in virtual environments have no notion of interpenetration. Therefore, algorithms for the detection of interfering object representations are an essential component ... -
Real-Time Volume Graphics
(The Eurographics Association, 2006)This full-day tutorial covers high-quality real-time volume rendering techniques for consumer graphics hardware. In addition to the traditional field of scientific visualization, the interest in applying these techniques ... -
Efficient Sorting and Searching in Rendering Algorithms
(The Eurographics Association, 2006)In the proposed tutorial we would like to highlight the connection between rendering algorithms and sorting and searching as classical problems studied in computer science. We will provide both theoretical and empirical ... -
High Performance Virtual Garment Simulation
(The Eurographics Association, 2006)For virtual characters the simulation of garments is a vital component towards realistic and believable scenarios that range from interactive virtual reality (virtual tailoring and cultural heritage) to realistic synthetic ... -
Developing Mobile 3D Applications with OpenGL ES and M3G
(The Eurographics Association, 2006)Mobile phones offer exciting new opportunities for graphics application developers. However, they also have significant limitations compared to traditional desktop graphics environments, including absence of dedicated ... -
Real-time Inhabited Virtual Worlds and Interaction - interactive virtual worlds module
(The Eurographics Association, 2006)Virtual Worlds [MK94] and their concept of cyber-real space interplay invoke such interactive digital narratives that promote new patterns of understanding. However, the "narrative" and "interactive" part, which refers to ... -
Inverse Rendering: From Concept to Applications
(The Eurographics Association, 2006)Inverse problems are usually of extreme complexity and are an important research topic for the graphics community due to their wide applicability. Those problems are considered for which the input data is captured from ...