Pub Date : 1900-01-01DOI: 10.2312/LocalChapterEvents/CEIG/CEIG12/151-151
J. D. L. Torre, J. J. Ibáñez, A. Estrella, J. R. D. Miras
This work presents our preliminary results on the interactive construction and visualization of voxelized brain models into Web platforms by using WebGL. Our voxel model is a non-usual level of detail (LOD) representation based on the box-counting algorithm used to calculate the fractal dimension of 3D brain images. Our results to date show a promising solution based on a client-server approach. Categories and Subject Descriptors (according to ACM CCS) : I.3.3 [Computer Graphics]: Image Generation—
{"title":"WebGL-based Visualization of Voxelized Brain Models","authors":"J. D. L. Torre, J. J. Ibáñez, A. Estrella, J. R. D. Miras","doi":"10.2312/LocalChapterEvents/CEIG/CEIG12/151-151","DOIUrl":"https://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG12/151-151","url":null,"abstract":"This work presents our preliminary results on the interactive construction and visualization of voxelized brain models into Web platforms by using WebGL. Our voxel model is a non-usual level of detail (LOD) representation based on the box-counting algorithm used to calculate the fractal dimension of 3D brain images. Our results to date show a promising solution based on a client-server approach. Categories and Subject Descriptors (according to ACM CCS) : I.3.3 [Computer Graphics]: Image Generation—","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134478256","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Damping is a critical phenomenon in determining the dynamic behavior of animated objects. For yarn-level cloth models, setting the correct damping behavior is particularly complicated, because common damping models in computer graphics do not account for the mixed Eulerian-Lagrangian discretization of efficient yarn-level models. In this paper, we show how to derive a damping model for yarn-level cloth from dissipation potentials. We develop specific formulations for the deformation modes present in yarn-level cloth, circumventing various numerical difficulties. We show that the proposed model enables independent control of the damping behavior of each deformation mode, unlike other previous models. CCS Concepts •Computing methodologies → Physical simulation;
{"title":"Dissipation Potentials for Yarn-Level Cloth","authors":"R. M. Sánchez-Banderas, M. Otaduy","doi":"10.2312/CEIG.20171202","DOIUrl":"https://doi.org/10.2312/CEIG.20171202","url":null,"abstract":"Damping is a critical phenomenon in determining the dynamic behavior of animated objects. For yarn-level cloth models, setting the correct damping behavior is particularly complicated, because common damping models in computer graphics do not account for the mixed Eulerian-Lagrangian discretization of efficient yarn-level models. In this paper, we show how to derive a damping model for yarn-level cloth from dissipation potentials. We develop specific formulations for the deformation modes present in yarn-level cloth, circumventing various numerical difficulties. We show that the proposed model enables independent control of the damping behavior of each deformation mode, unlike other previous models. CCS Concepts •Computing methodologies → Physical simulation;","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125278112","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/231-234
John Congote, Javier Barandiarán, I. Barandiaran, O. Ruiz
Real-time depth extraction from stereo images is an important process in computer vision. This paper proposes a new implementation of the dynamic programming algorithm to calculate dense depth maps using the CUDA architecture achieving real-time performance with consumer graphics cards. We compare the running time of the algorithm against CPU implementation and demonstrate the scalability property of the algorithm by testing it on different graphics cards.
{"title":"Realtime Dense Stereo Matching with Dynamic Programming in CUDA","authors":"John Congote, Javier Barandiarán, I. Barandiaran, O. Ruiz","doi":"10.2312/LocalChapterEvents/CEIG/CEIG09/231-234","DOIUrl":"https://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG09/231-234","url":null,"abstract":"Real-time depth extraction from stereo images is an important process in computer vision. This paper proposes a new implementation of the dynamic programming algorithm to calculate dense depth maps using the CUDA architecture achieving real-time performance with consumer graphics cards. We compare the running time of the algorithm against CPU implementation and demonstrate the scalability property of the algorithm by testing it on different graphics cards.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133383509","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual navigation should be as similar as possible to how we move in the real world, however the limitations of hardware and physical space make this a challenging problem. Tracking natural walk is only feasible when the dimensions of the virtual environment match those of the real world. The problem of most navigation techniques is that they produce motion sickness because the optical flow observed does not match the vestibular and proprioceptive information that appears during real physical movement. Walk in place is a technique that can successfully reduce motion sickness without losing presence in the virtual environment. It is suitable for navigating in a very large virtual environment but it is not usually needed in small virtual spaces. Most current work focuses on one specific navigation metaphor, however in our experience we have observed that if users are given the possibility to use walk in place for large distances, they tend to switch to normal walk when they are in a confined virtual area (such as a small room). Therefore, in this paper we present our ongoing work to seamlessly switch between two navigation metaphors based on leg and head tracking to achieve a more intuitive and natural virtual navigation.
{"title":"Smooth Transitioning Between two Walking Metaphors for Virtual Reality Applications","authors":"I. Salvetti, Alex Rios, N. Pelechano","doi":"10.2312/CEIG.20191212","DOIUrl":"https://doi.org/10.2312/CEIG.20191212","url":null,"abstract":"Virtual navigation should be as similar as possible to how we move in the real world, however the limitations of hardware and physical space make this a challenging problem. Tracking natural walk is only feasible when the dimensions of the virtual environment match those of the real world. The problem of most navigation techniques is that they produce motion sickness because the optical flow observed does not match the vestibular and proprioceptive information that appears during real physical movement. Walk in place is a technique that can successfully reduce motion sickness without losing presence in the virtual environment. It is suitable for navigating in a very large virtual environment but it is not usually needed in small virtual spaces. Most current work focuses on one specific navigation metaphor, however in our experience we have observed that if users are given the possibility to use walk in place for large distances, they tend to switch to normal walk when they are in a confined virtual area (such as a small room). Therefore, in this paper we present our ongoing work to seamlessly switch between two navigation metaphors based on leg and head tracking to achieve a more intuitive and natural virtual navigation.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132735350","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In many applications, such as urban physics simulations or the study of the solar impact effects at different scales, complex 3D city models are required to evaluate physical values. In this paper we present a new technique which, through the use of an electrical analogy and the calculation of sky view factors and form factors, allows to simulate and study the thermal behaviour of an urban environment, taking into account the solar and sky radiation, the air and sky temperatures, and even the thermal interaction between nearby buildings. We also show that it is possible, from a 3D recreation of a large urban environment, to simulate the heat exchanges that take place between the buildings of a city and its immediate surroundings. In the same way, taking into account the terrestrial zone, the altitude and the type of climate with which the simulations are carried out, it is possible to compare the thermal behaviour of a large urban environment according to the chosen conditions.
{"title":"A Level-of-Detail Technique for Urban Physics Calculations in Large Urban Environments","authors":"D. Novoa, G. Besuievsky, G. Patow","doi":"10.2312/ceig.20191198","DOIUrl":"https://doi.org/10.2312/ceig.20191198","url":null,"abstract":"In many applications, such as urban physics simulations or the study of the solar impact effects at different scales, complex 3D city models are required to evaluate physical values. In this paper we present a new technique which, through the use of an electrical analogy and the calculation of sky view factors and form factors, allows to simulate and study the thermal behaviour of an urban environment, taking into account the solar and sky radiation, the air and sky temperatures, and even the thermal interaction between nearby buildings. We also show that it is possible, from a 3D recreation of a large urban environment, to simulate the heat exchanges that take place between the buildings of a city and its immediate surroundings. In the same way, taking into account the terrestrial zone, the altitude and the type of climate with which the simulations are carried out, it is possible to compare the thermal behaviour of a large urban environment according to the chosen conditions.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115953461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/247-250
Nicolau Sunyer, Anna Puig-Centelles, O. Ripolles, Miguel Chover, Mateu Sbert
La lluvia es un fenómeno complejo y su simulación suele ser muy costosa. En este artículo se propone un sistema de simulación de lluvia mediante sistemas de partículas que funciona únicamente en la tarjeta gráfica (GPU). La flexibilidad de CUDA permite incluir, además de la simulación de la precipitación, un sistema de detección y manejo de las colisiones de las partículas contra el escenario que permite simular al mismo tiempo las salpicaduras. En el apartado de resultados mostramos cómo el uso de CUDA permite mejorar el rendimiento que se obtenía utilizando métodos anteriores. to ACM
{"title":"Simulación de Lluvia sobre Escenas Dinámicas","authors":"Nicolau Sunyer, Anna Puig-Centelles, O. Ripolles, Miguel Chover, Mateu Sbert","doi":"10.2312/LocalChapterEvents/CEIG/CEIG09/247-250","DOIUrl":"https://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG09/247-250","url":null,"abstract":"La lluvia es un fenómeno complejo y su simulación suele ser muy costosa. En este artículo se propone un sistema de simulación de lluvia mediante sistemas de partículas que funciona únicamente en la tarjeta gráfica (GPU). La flexibilidad de CUDA permite incluir, además de la simulación de la precipitación, un sistema de detección y manejo de las colisiones de las partículas contra el escenario que permite simular al mismo tiempo las salpicaduras. En el apartado de resultados mostramos cómo el uso de CUDA permite mejorar el rendimiento que se obtenía utilizando métodos anteriores. to ACM","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115076456","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In recent years, virtual reality has grown a lot in different areas of application, including ludic, social and research, being used by a large and growing number of users with different profiles. Presence is one of the most distinctive and important features of a virtual reality experience. The aim of this article is to study the most suitable areas of application for users and to analyze the influence of different characteristics of the user’s profile in the perceived presence. We have tested the interest applications indicated by 159 subjects and we have designed an immersive virtual reality experience, testing the behavior and performance of 48 users. The results obtained show that gender can influence the perceptual sensation of presence in these types of virtual
{"title":"Study of the Influence of User Characteristics on the Virtual Reality Presence","authors":"J. Mayor, Alberto Sánchez, Laura Raya","doi":"10.2312/CEIG.20181156","DOIUrl":"https://doi.org/10.2312/CEIG.20181156","url":null,"abstract":"In recent years, virtual reality has grown a lot in different areas of application, including ludic, social and research, being used by a large and growing number of users with different profiles. Presence is one of the most distinctive and important features of a virtual reality experience. The aim of this article is to study the most suitable areas of application for users and to analyze the influence of different characteristics of the user’s profile in the perceived presence. We have tested the interest applications indicated by 159 subjects and we have designed an immersive virtual reality experience, testing the behavior and performance of 48 users. The results obtained show that gender can influence the perceptual sensation of presence in these types of virtual","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116114046","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Corcho, Oscar Mauricio Betancur Acosta, O. Ruiz, C. Cadavid
In the context of Computer-Aided Design and Manufacturing, the problem of feature recognition plays a key role in the integration of systems. Until now, compromises have been reached by only using FACE-based geometric information of prismatic CAD models to prune the search domain. This manuscripts presents a feature recognition method which more aggressively prunes the search space with reconfigurable geometric tests. This reconfigurable approach allows to enforce arbitrary confluent tests which are topologic and geometric, with enlarged domain. The test sequence is itself a graph (i.e. not a linear or total-order sequence). Unlike the existing methods which are FACE-based, the present one permits combinations of topologies whose dimensions are 2, 1 or 0. This system has been implemented in an industrial environment. The industrial incarnation allows industry-based customization and is faster when compared to topology-based feature recognition. Future work is required in improving robustness of search conditions and improving the graphic input interface. CCS Concepts •Applied computing → Computer-aided design; Computer-aided manufacturing;
{"title":"User-reconfigurable CAD Feature Recognition in 1- and 2-topologies with Reduction of Search Space via Geometry Filters","authors":"J. Corcho, Oscar Mauricio Betancur Acosta, O. Ruiz, C. Cadavid","doi":"10.2312/ceig.20191205","DOIUrl":"https://doi.org/10.2312/ceig.20191205","url":null,"abstract":"In the context of Computer-Aided Design and Manufacturing, the problem of feature recognition plays a key role in the integration of systems. Until now, compromises have been reached by only using FACE-based geometric information of prismatic CAD models to prune the search domain. This manuscripts presents a feature recognition method which more aggressively prunes the search space with reconfigurable geometric tests. This reconfigurable approach allows to enforce arbitrary confluent tests which are topologic and geometric, with enlarged domain. The test sequence is itself a graph (i.e. not a linear or total-order sequence). Unlike the existing methods which are FACE-based, the present one permits combinations of topologies whose dimensions are 2, 1 or 0. This system has been implemented in an industrial environment. The industrial incarnation allows industry-based customization and is faster when compared to topology-based feature recognition. Future work is required in improving robustness of search conditions and improving the graphic input interface. CCS Concepts •Applied computing → Computer-aided design; Computer-aided manufacturing;","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"60 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115603685","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.2312/LocalChapterEvents/CEIG/CEIG08/133-139
Adrián Cuevas, J. Rodríguez-Navarro, A. Susín
In this paper we propose a fast algorithm for the automatic labeling of a set of predefined markers in an optical motion capture system. This algorithm is facing the problem as a minimization problem, using a virtual representation of the real model to predict possible occlusions that happen in the captured images. Moreover, we take advan-tage of the knowledge of the cameras parameters to solve potential labeling conflicts between markers. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - animation.
{"title":"Auto-labeling as a Minimization Problem with Virtual Occlusions","authors":"Adrián Cuevas, J. Rodríguez-Navarro, A. Susín","doi":"10.2312/LocalChapterEvents/CEIG/CEIG08/133-139","DOIUrl":"https://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG08/133-139","url":null,"abstract":"In this paper we propose a fast algorithm for the automatic labeling of a set of predefined markers in an optical motion capture system. This algorithm is facing the problem as a minimization problem, using a virtual representation of the real model to predict possible occlusions that happen in the captured images. Moreover, we take advan-tage of the knowledge of the cameras parameters to solve potential labeling conflicts between markers. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - animation.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121125841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Mujika, Sara Merino, P. Leskovský, Gorka Epelde, D. Oyarzun, M. Otaduy
Caenorhabditis elegans (C. elegans) is a roundworm that, thanks to its combination of biological simplicity and behavioral richness, offers an excellent opportunity for initial experimentation of many human diseases. In this work, we introduce a locomotion model for C. elegans, which can enable in-silico validation of behavioral experiments prior to physical experimentation with actual C. elegans specimens. Our model enables interactive simulation of self-propelling C. elegans, using as sole input biologically inspired muscle forces and frictional contact. The key to our model is a simple locomotion control strategy that activates selected natural vibration modes of the worm. We perform an offline analysis of the natural vibration modes, select those that best match the deformation of the worm during locomotion, and design force profiles that activate these vibration modes in a coordinated manner. Together with force compensation for momentum conservation and an anisotropic friction model, we achieve locomotions that match qualitatively those of real-world worms. Our approach is general, and could be extended to the locomotion of other types of animals or characters. CCS Concepts •Computing methodologies → Physical simulation; Motion processing;
{"title":"Modal Locomotion of C.elegans","authors":"A. Mujika, Sara Merino, P. Leskovský, Gorka Epelde, D. Oyarzun, M. Otaduy","doi":"10.2312/ceig.20191197","DOIUrl":"https://doi.org/10.2312/ceig.20191197","url":null,"abstract":"Caenorhabditis elegans (C. elegans) is a roundworm that, thanks to its combination of biological simplicity and behavioral richness, offers an excellent opportunity for initial experimentation of many human diseases. In this work, we introduce a locomotion model for C. elegans, which can enable in-silico validation of behavioral experiments prior to physical experimentation with actual C. elegans specimens. Our model enables interactive simulation of self-propelling C. elegans, using as sole input biologically inspired muscle forces and frictional contact. The key to our model is a simple locomotion control strategy that activates selected natural vibration modes of the worm. We perform an offline analysis of the natural vibration modes, select those that best match the deformation of the worm during locomotion, and design force profiles that activate these vibration modes in a coordinated manner. Together with force compensation for momentum conservation and an anisotropic friction model, we achieve locomotions that match qualitatively those of real-world worms. Our approach is general, and could be extended to the locomotion of other types of animals or characters. CCS Concepts •Computing methodologies → Physical simulation; Motion processing;","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123702418","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}