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Program - Tuesday 04 October 2005 Back to the program
SESSION 3A:
3D Modeling and Rendering
SESSION 3B:
VR in Archaeology
and Historical Research
SESSION 3C:
Project and Product Presentation 1

Session Chair:

Surface Light Field Rendering for Virtual Product Design
Jan MESETH, Gero MÜLLER, Reinhard KLEIN
Universität Bonn, Institut für Informatik 2, Germany

Interior and material designers currently refuse to employ Virtual Prototyping software due to potential errors in computer generated images. In this paper we propose real-time rendering of a precomputed global illumination solution including accurate materials, which is stored as an outgoing Surface Light Field (SLF), as a method to improve upon this problem. In addition, suitable SLF compression and computation techniques are presented and the quality of rendered images is demonstrated.

Practical Precomputed Radiance Transfer for Mixed Reality
George Papagiannakis, Alessandro Foni, Nadia Magnenat-Thalmann
MIRALab, University of Geneva, Switzerland

Mixed Reality and its concept of virtual superimposed on real space interplay invoke such interactive experiences that promote new patterns of believability and presence for cultural heritage applications. The seamless integration of virtual cultural artifacts with “real lights” or images of real scenes, is an important step towards believability and consistency in synthesized MR scenes. That synthesized world termed Augmented Reality allows seeing the real scene with virtual augmentations superimposed onto it, but often fails to produce a real-time image that as a whole is a believable integrated experience. Furthermore, often Virtual Reality cultural heritage reconstructions are not physically correct rendered in real-time. Our main research efforts are twofold: adding believable and realistically simulated real-time virtual artifacts superimposed on real video sequence images, as well as employ dynamic “area lights” for real-time large scale VR site reconstructions. The main novelty of this combined effort is a new adaptation of a physically correct illumination model for virtual cultural heritage artifacts as well as large scale reconstructions based on “real area light”, captured via light probes and employed in an extended graphics hardware accelerated Precomputed Radiance Transfer algorithm.

The HYPERREAL Design System - An MR-Based Shape Design Environment
*Keiko Yamamoto, *,** Ichiroh Kanaya, *Masaru Hisada and *Kosuke Sato
*Graduate School of Engineering Science, Osaka University, Japan
**PRESTO, JST, Japan
**FRC, Osaka University, Japan

This paper presents a new Mixed Reality (MR) system for product designing. It controls the virtual shape of real objects with shade-pattern projection. Users can have spatial and stereoscopic effect by watching the real objects which are projected by special modulating light for designing. An intuitive input device changes their 3-D surface appearance easily. The stereoscopic effect is kept while users are modifying the shape of the real surface during shape designing. A prototype system demonstrated its effectiveness.

Perceptually modulated level of detail in real time graphics
*Patrik Johansson, *Lars Kjelldahl, **Yoshimitsu Aoki
*Royal Institute of Technology, Sweden;
** Shibaura Institute of Technology, Japan

As demands on real time 3D graphics get higher new ways of raising the rendering speed are needed. Level of detail (LOD) is one such method, where the power is allocated to the parts of the image where it does the most good. In this paper we try to use modern cognitive sciences, specifically visual attention, to allocate this power the best way possible. First research regarding LOD and visual attention is reviewed. Then a model for our LOD management system is created, using what we have learned in the earlier sections. Finally the application is tested, and the results show that a fairly large speedup is possible, with only minor visual errors occurring.

© 2005 International Society on Virtual Systems and Multimedia | Updated: 25 August 2005 Design: