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}
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}
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}
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}
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}
Pub Date : 1900-01-01DOI: 10.2312/LocalChapterEvents/CEIG/CEIG08/245-248
A. Guedes, Sandra Baldassarri, Eva Cerezo
Para lograr que los personajes sinteticos resulten mas creibles y con un comportamiento mas natural para el usuario, en este articulo se aborda el problema de la expresion de las emociones, centrandose en el lenguaje corporal. El sistema desarrollado permite la sintesis corporal de seis emociones basicas: enfado, disgusto, miedo, alegria, tristeza y sorpresa, y no se limita a un ambito o entorno especifico.
{"title":"Animación de Actores Virtuales: Expresión de Emociones Mediante Lenguaje Corporal","authors":"A. Guedes, Sandra Baldassarri, Eva Cerezo","doi":"10.2312/LocalChapterEvents/CEIG/CEIG08/245-248","DOIUrl":"https://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG08/245-248","url":null,"abstract":"Para lograr que los personajes sinteticos resulten mas creibles y con un comportamiento mas natural para el usuario, en este articulo se aborda el problema de la expresion de las emociones, centrandose en el lenguaje corporal. El sistema desarrollado permite la sintesis corporal de seis emociones basicas: enfado, disgusto, miedo, alegria, tristeza y sorpresa, y no se limita a un ambito o entorno especifico.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"4 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":"121414806","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}
Alberto Calzado-Martínez, A. Fernández, Lidia M. Ortega-Alvarado
En este trabajo se presenta una aplicación desarrollada para enriquecer y ampliar las técnicas actuales de registro arqueológico. Basada en una arquitectura cliente-servidor, se ha utilizado el motor de videojuegos Unity para implementar una aplicación cliente sencilla e intuitiva que permite realizar la reconstrucción virtual de un yacimiento a partir del escaneado 3D in situ del terreno excavado, así como del escaneado 3D en laboratorio de los hallazgos más importantes. Así se consigue preservar la información espacial del yacimiento, y se facilita la visita virtual del mismo desde cualquier equipo conectado a Internet. CCS Concepts • Applied computing → Arts and humanities; • Human-centered computing → Graphical user interfaces; Information visualization; • Computing methodologies → Virtual reality; 1. Introducción y estado del arte El proceso de registro es una de las tareas más importantes en Arqueología. Desde que se encuentra un hallazgo en un yacimiento hasta que se cataloga e integra en una base de datos, se realizan una serie de tareas muy meticulosas [Luc11]. El objetivo es capturar y preservar para la posteridad la mayor información posible. A pesar de lo preciso de la metodología seguida, aún hay aspectos que pueden mejorarse en el registro arqueológico. En concreto, la disposición espacial de dichos hallazgos es crucial para una reconstrucción posterior o para tratar de hacer una retrospectiva del momento en el que fueron sepultados [DCC18]. Para poder añadir la mayor información posible al respecto, es habitual añadir a la información alfanumérica (fechas, nombres, dimensiones, etcétera) fotografías o dibujos hechos a mano de los objetos, siempre antes de ser extraídos. Aunque estas entradas 2D son muy enriquecedoras, tienen muchas limitaciones porque: (1) son representaciones con un alto nivel de abstracción al tratar una realidad tridimensional de manera bidimensional; (2) están tomadas en un instante de la excavación y normalmente desde un punto de vista o ángulo específico y (3) no suelen estar totalmente integradas con la base de datos, es decir, son campos de información añadida pero no conectada con la información alfanumérica. Las limitaciones del 2D se han resuelto en gran medida con la digitalización en 3D [KFH10]. Algunos ejemplos de técnicas de captura 3D son la fotogrametría (dentro de la cual encontramos la ∗ Autor de contacto: algarcia@ujaen.es Structure from Motion) [ES20], y los escaneados tipo láser o LiDAR (Light Detection and Ranging) [RR17, ABPK∗18]. Los modelos 3D ofrecen ventajas, principalmente en términos de visualización, y también para el análisis y el intercambio de datos [Jen18]. Estas tecnologías pueden solucionar la falta de precisión en la representación. Sin embargo, la integración de información 3D con una base de datos tradicional sigue siendo un desafío [GCM19]. Los modelos escaneados suelen ser muy pesados, y se necesita software y a veces hardware diferente para su visualización. En algunos cas
使用的数据库管理系统是PostgreSQL,辅以PostGIS扩展。客户端和服务器之间的通信是双向的,通过PHP实现的REST API。来自客户端的请求可以通过多种方式执行,例如通过查询表单或使用Unity开发的环境的图形界面。在任何情况下,零件定位的更新,使用通常的修改器在3D建模工具中执行,意味着更新服务器数据库中相应的转换矩阵。也就是说,这种双向通信允许使用客户端应用程序作为可视化工具,为用户有效和直观地更新数据库信息。3. 考古遗址的重建有两个不同的部分:1)捕获和2)发现的空间重新定位。需要指出的是,考古挖掘的通常工作方式是分层的(由地形组成的相关变化或每一层的发现定义),所以在虚拟重建的时候,我们也将使用这个概念。数据采集是在1)现场进行的,在提取发现的碎片之前扫描每一层的地形;2)在实验室中,提取的碎片已经被清洗并编目到数据库中。对于地形扫描,我们选择使用带有ToF(飞行时间)传感器的移动设备,这在今天的移动电话中越来越普遍。它的使用非常灵活,允许在不同的光照条件下工作,你可以在几秒钟内获得地面表面的扫描。生成带有纹理的3D模型,可以很容易地合并到数据库中。在这些模型中获得的细节水平不是很高,但足以获得储层表面的参考模型。使用的软件是“3D Live Scanner”,可以通过谷歌Play免费访问。图1显示了我们大学考古学学位学生在实践领域进行的扫描结果。单个零件的扫描过程是在实验室使用标准的3D扫描仪进行的。在我们的例子中,我们使用了Shining 3D制造的EinScan Pro 2X扫描仪。精度可达0.04mm,速度可达30帧/秒。每一块的扫描大约需要4或5分钟,因为通常需要进行几次拍摄,图1:使用ToF技术扫描的地形模型将部分结果与扫描仪的专有软件合并。图2显示了陶瓷件的扫描过程和结果。一旦碎片被扫描,被扫描的地形的3D模型被用作支撑或指导,以放置获得的模型,并创建虚拟的矿床重建。为了做到这一点,每一个扫描的模型都被赋予了正确的比例,而在挖掘过程中获得的每一块相当接近的位置(UTM坐标)保存在数据库中。每个零件的3D模型的初始方向是在捕获过程中生成的。因此,考虑到已经建立的比例,每个部件的重新定位过程包括移动和旋转模型,直到它与该部件在地形模型中的表示相匹配。这是基于两个模型的比例是一致的,目标部分是半埋在三维地形模型。在客户端完成这个编辑过程后,生成的转换矩阵将更新到服务器上的数据库中。为了进行3D模型的编辑过程,我们在Unity中开发了一个应用程序,允许我们加载3D模型并生成一个可视化的场景。在我们的例子中,这些模型是从数据库中获得的,一旦选择了储层。用户可以自由地在场景中导航,并允许与组成场景的对象进行一定程度的交互。简而言之,它添加了一个图形界面来操作这些3D模型。我们感兴趣的编辑过程,如上所述,是旋转和平移发现,以匹配扫描的地形模型。
{"title":"Aplicación del motor de videojuegos Unity para la reconstrucción virtual de yacimientos arqueológicos","authors":"Alberto Calzado-Martínez, A. Fernández, Lidia M. Ortega-Alvarado","doi":"10.2312/ceig.20211359","DOIUrl":"https://doi.org/10.2312/ceig.20211359","url":null,"abstract":"En este trabajo se presenta una aplicación desarrollada para enriquecer y ampliar las técnicas actuales de registro arqueológico. Basada en una arquitectura cliente-servidor, se ha utilizado el motor de videojuegos Unity para implementar una aplicación cliente sencilla e intuitiva que permite realizar la reconstrucción virtual de un yacimiento a partir del escaneado 3D in situ del terreno excavado, así como del escaneado 3D en laboratorio de los hallazgos más importantes. Así se consigue preservar la información espacial del yacimiento, y se facilita la visita virtual del mismo desde cualquier equipo conectado a Internet. CCS Concepts • Applied computing → Arts and humanities; • Human-centered computing → Graphical user interfaces; Information visualization; • Computing methodologies → Virtual reality; 1. Introducción y estado del arte El proceso de registro es una de las tareas más importantes en Arqueología. Desde que se encuentra un hallazgo en un yacimiento hasta que se cataloga e integra en una base de datos, se realizan una serie de tareas muy meticulosas [Luc11]. El objetivo es capturar y preservar para la posteridad la mayor información posible. A pesar de lo preciso de la metodología seguida, aún hay aspectos que pueden mejorarse en el registro arqueológico. En concreto, la disposición espacial de dichos hallazgos es crucial para una reconstrucción posterior o para tratar de hacer una retrospectiva del momento en el que fueron sepultados [DCC18]. Para poder añadir la mayor información posible al respecto, es habitual añadir a la información alfanumérica (fechas, nombres, dimensiones, etcétera) fotografías o dibujos hechos a mano de los objetos, siempre antes de ser extraídos. Aunque estas entradas 2D son muy enriquecedoras, tienen muchas limitaciones porque: (1) son representaciones con un alto nivel de abstracción al tratar una realidad tridimensional de manera bidimensional; (2) están tomadas en un instante de la excavación y normalmente desde un punto de vista o ángulo específico y (3) no suelen estar totalmente integradas con la base de datos, es decir, son campos de información añadida pero no conectada con la información alfanumérica. Las limitaciones del 2D se han resuelto en gran medida con la digitalización en 3D [KFH10]. Algunos ejemplos de técnicas de captura 3D son la fotogrametría (dentro de la cual encontramos la ∗ Autor de contacto: algarcia@ujaen.es Structure from Motion) [ES20], y los escaneados tipo láser o LiDAR (Light Detection and Ranging) [RR17, ABPK∗18]. Los modelos 3D ofrecen ventajas, principalmente en términos de visualización, y también para el análisis y el intercambio de datos [Jen18]. Estas tecnologías pueden solucionar la falta de precisión en la representación. Sin embargo, la integración de información 3D con una base de datos tradicional sigue siendo un desafío [GCM19]. Los modelos escaneados suelen ser muy pesados, y se necesita software y a veces hardware diferente para su visualización. En algunos cas","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"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":"122818019","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}
Simulation, animation and rendering of crowds has become an important part of real-time applications such as videogames. Virtual environments achieve higher realism when being populated by virtual crowds as opposed to appearing uninhabited. There has been a large amount of research on simulation, animation and rendering of crowds, but in most cases they seem to be treated separately as if the limitations in one area did not affect the others. At the end of the day the goal is to populate environments with as many characters as possible in real time, and it is of little use if one can for instance render thousands of characters in real time, but you cannot move more than a hundred due to a simulation bottleneck. The goal of our work is to provide a framework that lets the researcher focus on each of these topics at a time (simulation, animation, or rendering) and be able to explore and push the boundaries on one topic without being strongly limited by the other related issues. This paper presents therefore a new prototyping testbed for crowds that lets the researcher focus on one of these areas of research at a time without loosing sight of the others. We offer default representations, animation and simulation controllers for real time crowd simulation, that can easily be replaced or extended. Fully configurable level-of-detail for both rendering and simulation is also available
{"title":"CAVAST: The Crows Animation, Visualization, and Simulation Testbed","authors":"A. Beacco, N. Pelechano","doi":"10.2312/ceig.20141108","DOIUrl":"https://doi.org/10.2312/ceig.20141108","url":null,"abstract":"Simulation, animation and rendering of crowds has become an important part of real-time applications such as videogames. Virtual environments achieve higher realism when being populated by virtual crowds as opposed to appearing uninhabited. There has been a large amount of research on simulation, animation and rendering of crowds, but in most cases they seem to be treated separately as if the limitations in one area did not affect the others. At the end of the day the goal is to populate environments with as many characters as possible in real \u0000time, and it is of little use if one can for instance render thousands of characters in real time, but you cannot move more than a hundred due to a simulation bottleneck. The goal of our work is to provide a framework that lets the \u0000researcher focus on each of these topics at a time (simulation, animation, or rendering) and be able to explore and push the boundaries on one topic without being strongly limited by the other related issues. This paper presents therefore a new prototyping testbed for crowds that lets the researcher focus on one of these areas of research at a time without loosing sight of the others. We offer default representations, animation and simulation controllers for real time crowd simulation, that can easily be replaced or extended. Fully configurable level-of-detail for both rendering and simulation is also available","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"561 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":"123920796","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/CEIG09/105-114
C. Andújar, Jonàs Martínez
Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due to the strict efficiency constraints imposed by GPU-based, fragment-level decompression. In this paper we present a texture compression framework for quasi-lossless, locally-adaptive compression of graphics data. Key elements include a Hilbert scan to maximize spatial coherence, efficient encoding of homogeneous image regions through arbitrarily-sized texel runs, a cumulative run-length encoding supporting fast random-access, and a compression algorithm suitable for fixed-rate and variable-rate encoding. Our scheme can be easily integrated into the rasterization pipeline of current programmable graphics hardware allowing real-time GPU decompression. We show that our scheme clearly outperforms competing approaches such as S3TC DXT1 on a large class of images with some degree of spatial coherence. Unlike other proprietary formats, our scheme is suitable for compression of any graphics data including color maps, shadow maps and relief maps. We have observed compression rates of up to 12:1, with minimal or no loss in visual quality and a small impact on rendering time.
{"title":"Locally-Adaptive Texture Compression","authors":"C. Andújar, Jonàs Martínez","doi":"10.2312/LocalChapterEvents/CEIG/CEIG09/105-114","DOIUrl":"https://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG09/105-114","url":null,"abstract":"Current schemes for texture compression fail to exploit spatial coherence in an adaptive manner due to the strict efficiency constraints imposed by GPU-based, fragment-level decompression. In this paper we present a texture compression framework for quasi-lossless, locally-adaptive compression of graphics data. Key elements include a Hilbert scan to maximize spatial coherence, efficient encoding of homogeneous image regions through arbitrarily-sized texel runs, a cumulative run-length encoding supporting fast random-access, and a compression algorithm suitable for fixed-rate and variable-rate encoding. Our scheme can be easily integrated into the rasterization pipeline of current programmable graphics hardware allowing real-time GPU decompression. We show that our scheme clearly outperforms competing approaches such as S3TC DXT1 on a large class of images with some degree of spatial coherence. Unlike other proprietary formats, our scheme is suitable for compression of any graphics data including color maps, shadow maps and relief maps. We have observed compression rates of up to 12:1, with minimal or no loss in visual quality and a small impact on rendering time.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"31 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":"125120325","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}
Alfonso López Ruiz, C. Ogáyar-Anguita, F. F. Higueruela
This paper presents a GPU-based LiDAR simulator to generate large datasets of ground-truth point clouds. LiDAR technology has significantly increased its impact on academic and industrial environments. However, some of its applications require a large amount of annotated LiDAR data. Furthermore, there exist many types of LiDAR sensors. Therefore, developing a parametric LiDAR model allows simulating a wide range of LiDAR scanning technologies and obtaining a significant number of points clouds at no cost. Beyond their intensity data, these synthetic point clouds can be classified with any level of detail.
{"title":"A GPU-accelerated LiDAR Sensor for Generating Labelled Datasets","authors":"Alfonso López Ruiz, C. Ogáyar-Anguita, F. F. Higueruela","doi":"10.2312/ceig.20211360","DOIUrl":"https://doi.org/10.2312/ceig.20211360","url":null,"abstract":"This paper presents a GPU-based LiDAR simulator to generate large datasets of ground-truth point clouds. LiDAR technology has significantly increased its impact on academic and industrial environments. However, some of its applications require a large amount of annotated LiDAR data. Furthermore, there exist many types of LiDAR sensors. Therefore, developing a parametric LiDAR model allows simulating a wide range of LiDAR scanning technologies and obtaining a significant number of points clouds at no cost. Beyond their intensity data, these synthetic point clouds can be classified with any level of detail.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"7 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":"129752050","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}