Graphical Visionday Graphical Visionday, Friday 13 May 2011

Organizations, companies, universities and other institutions with an interest in computer graphics are invited to join a presentation and demonstration day Friday 13 May at DTU. All participants are welcome to exhibit equipment or posters.

The Graphical Visionday is organised by DTU Informatics

Venue

Department of Informatics and Mathematical Modelling
Technical University of Denmark
Richard Petersens Plads, Building 308
DK-2800 Kgs. Lyngby
Getting to DTU Informatics

Conference chair

Andreas Bærentzen
Ph. +45 4525 3414
jab 'at' imm.dtu.dk

Registration

Registration for the Graphical Visionday can be done here no later than 29 April. The registration fee includes participation in the lectures, exhibition, proceedings, refreshments, and lunch.
For members of the Danish Automation Society (DAu), the Danish Robotics Society (DIRA), the Danish Biomedical Society (DMTS), the Danish Pattern Recognition Society (DSAGM), the Danish Remote Sensing Society (DSTM), and International Game Developers Association (IGDA).

Program

Theme: Digital Prototypes.

This year we continue the theming of the Graphical Visionday. Our theme this year is "Digital Prototypes". The program below is preliminary, but we expect few changes. Mouseover for abstracts (tap on a touchscreen)

 
08.00 Registration, exhibition, demonstrations, coffee, and rolls
 
09.00 Welcome and introduction
  Professor Knut Conradsen, DTU Informatics.
 
Session I: Modelling I
 
09.10 Digital Prototypes
From golf clubs to office buildings, digital prototyping can be merely helpful or it can be a necessity. Design, modeling and simulation together form a method for experiencing a design before committing to expensive manufacturing. A number of examples will be shown as well as research challenges going forward, such as interactive simulation and advanced human modeling.
  Azam Khan, Autodesk Research
10.00 Student posters
10.15 Coffee, exhibition, demonstrations
 
Session II: Modelling II
 
10.30 Towards Fully Digital Dentistry
In this talk we will present the 3Shape TRIOS system for taking digital impressions of teeth in dental clinics. We will discuss some of the technical challenges involved and show how a traditionally analog process can be made completely digital. As with X-rays, 3Shape believes that all impression-taking will soon be completely digital. 3Shape TRIOS is an intraoral scanner that is designed to help dentists join the new era of digital dentistry. Digitalization of dentistry is being driven “fast-forward”, propelled by continuously advanced technologies that deal with even complex clinical situations and support high quality restorations. The sensor inside the 3Shape TRIOS scanner can take up to 3000 images pr. second. These images are processed into 3D geometry in real-time while scanning the patient. The final 3D model is then send to a dental lab, which manufactures the restoration for the patient. The restoration can be previewed by the patient in the dentist’s clinic using the TRIOS system or online using the 3Shape Communicate system. Finally the manufactured restoration can be fitted in the patients mouth. By using 3Shape TRIOS the conventional hassle of taking silicone impressions and making gypsum models can be avoided and the workflow can be kept completely digital.
Peter Jensen and Kristian Evers Hansen, 3Shape
11.05 3D Modeling Your House in 10 Seconds (flat)
Come see how it is possible to do a 3D mashup using public data thereby creating a model of your own house in seconds.
Bent D. Larsen, Dalux
11.40 A Finite Element Approach to Fluid Simulation
In order to create accurate, dynamic digital prototypes of organic substances, we require fluid simulation methods allowing to model fluids of different physical properties (such as viscosity or surface tension). There are two basic approaches to fluid simulation: Lagrangian and Eulerian. Lagrangian (or particle-based) approach is characterized by simple advection and little numerical diffusion, but proper handling of the deformations of the fluid's free surface is a challenge in this setup. Eulerian methods, which track the flow of the fluid at a number of fixed points in space, deal much better with this problem, owing robust topological adaption to the Level Set Method used for free surface tracking. Those methods, however, suffer from numerous drawback: they are subject to significant numerical diffusion, and require numerous, sophisticated fixes in order to mitigate the problem of not being able to properly handle curved solid boundaries, surface tension or multiple phases. We present a novel, finite-element based Lagrangian method, which solves the free surface tracking problem by the use of Deformable Simplicial Complexes (DSC), a novel, unstructured tetrahedral grid based method for deformable interface tracking. Our method solves incompressible Euler equations by solving a quadratic optimization problem, using the DSC grid as the computational grid for the finite element method. We are going to show that this approach is free of the inherent disadvantages of the Eulerian methods.
Marek K. Misztal, DTU Informatics
12.00Lunch, exhibition, demonstrations
 
Session III: Brick by Brick
 
13.00 The last 10%: From Cool Graphics to Cool Cash
Jesper Mosegaard, Alexandra Institute
13.30 3D Flow - Applications of 3D Graphics at LEGO
Olav Gjerlufsen, LEGO
14.30 Coffee, exhibition, demonstrations
 
Session IV: Rendering & Perception
Unfortunately, Henrik Wann Jensen had to cancel on short notice. We tried to fill the slot with a similar talk but it prooved impossible. Instead, the last two sessions have been merged.
 
14.50 Optimizing Physically Based Rendering
In recent years unbiased rendering methods have become increasingly popular. Not too many years ago these methods were only used in university labs. Nowadays several commercial products exist that are based on these methods and unbiased methods are even being used for special effects in films. In this talk I will try go to give an overview of how the underlying algorithms work and what the challenges are when it comes to designing such algorithms.
Anders Wang Kristensen, DTU Informatics
15.25 How to Aid Human Perception
Existing display devices introduce a number of limitations in realistic reproduction of the real world appearance. By embedding the knowledge of human visual system (HVS) into rendering algorithms many of such physical constraints can be alleviated. At first, I discuss how the perception-inspired brightness and contrast manipulation in tone mapping can be performed to compress the high dynamic range of luminance, which is inherent for the real-world scenes. Even further boost of apparent brightness and contrast can be achieved by referring to strong and persistent visual illusions such as dynamic glare, Gelb, and Cornsweet illusions. Another important issue is image spatial and temporal resolution. In particular, I present a technique for apparent resolution enhancement, which enables showing image details beyond the physical pixel resolution of the display device. Also, I discuss the problem of temporal resolution retargeting and hold-type blur reduction. Finally, I refer to binocular vision and show the perception-driven framework for disparity manipulation, which is geared towards the enhancement of perceived depth impression.
Karol Myszkowski, Max-Planck-Institut für Informatik
16.10 Awards, closing ceremony, refreshments (Beer sponsored by Dalux)

Exhibitors

Posters

The list of Visionday posters can be seen here.

Sponsors

LEGO
Autodesk
Alexandra Institute
Dalux
Digital Arts
Splash Damage

Organizers

Andreas Bærentzen, DTU Informatics, Chair
Jesper Mosegaard, Alexandra Institute, Co-Chair
Jeppe Revall Frisvad, DTU Informatics, Program Committee Member
Bent D. Larsen, Dalux, Program Committee Member
Thomas Rued, Digital Arts, Program Committee Member
Mikkel Gjøl, Splash Damage Ltd., Program Committee Member