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Keynote Speakers
Title: Recent Advances in Visibility Determination for Large and Complex Virtual Environments
Speaker: Daniel Cohen-Or
Title: Turning VR Inside Out: Thoughts about Where We are Heading
Speaker: Steven Feiner
Title: Reality-augmented Virtuality: Modeling Dynamic Events from Nature
Speaker: Marcus Magnor
Recent Advances in Visibility Determination for Large and Complex Virtual Environments
Daniel Cohen-Or
Tel-Aviv University, Israel
Abstract
Rendering large and complex virtual environments in real time remains
a challenge as the complexity of models keeps growing. Visibility
techniques such as occlusion culling can effectively reduce the
rendering depth complexity.
In my talk I'll survey recent advances in visibility
determination. I'll focus on conservative and aggressive techniques
and show how these techniques can be combined effectively with level
of details and image-based techniques. I'll show how these new
techniques can be accelerated by modern graphics cards to achieve
interactive rendering of extremely complex scenes.
Turning VR Inside Out: Thoughts about Where We are Heading
Steven Feiner
Columbia University, USA
Abstract
Our field and the world have changed greatly in the ten years since
the first VRST was held in Singapore in 1994. Computers have grown
smaller, faster, and cheaper, while polygon counts, frame rates, and
display resolutions have increased impressively, true to the promise
of Moore's Law. But, what comes next?
This talk will sketch some of the directions in which I feel virtual
reality is (or should be) heading. I will discuss the potential for
taking virtual reality outside, through wearable and mobile computing;
for bring the outside in, by capturing the real world; and for
accommodating large numbers of displays, users, and tasks, by
embedding them in a fluid and collaborative augmented environment.
Reality-augmented Virtuality: Modeling Dynamic Events from Nature
Marcus Magnor
Max-Planck-Institut für Informatik
Abstract
Virtual Reality thrives on interactivity, realism, and increasingly also
animation. The virtual world is not a static place anymore: dynamic
entities mimicing natural phenomena are finding their way into computer
games and special effects. Typically, physics-based models or ad-hoc
behavioral descriptions are drawn on to emulate water waves, flames,
smoke, cloth motion, ... For interactive VR applications, unfortunately,
simulating complex physical processes is often too time-consuming, while,
on the other hand, simplified model descriptions yield un-natural,
artifical animation results.
Alternatively, natural events may be acquired from the ``real thing''.
Given a handful of synchronized video recordings, this talk presents
examples how complex, time-varying natural phenomena may be modeled from
reality to be incorporated into time-critical 3D graphics applications.
The reward are photo-realistic rendering results and truly authentic
animations.
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