TU Delft Graphics News

News from the TU Delft Graphics section and its people

CGV featured twice in the latest issue of Quadraad magazine

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The latest issue of Quadraad, our faculty magazine for employees, features our group twice. On page 8, Elmar Eisemann talks about computer graphics and related Jedi mindtricks.

Elmar Eisemann

On page 16, Rafael Bidarra explains the success of the MSc course ‘Building Serious Games’.

Rafael Bidarra

Read all about it here in the April issue of Quadraad.

Written by noeska

April 23rd, 2013 at 1:02 pm

Posted in gaming,graphics,News

Computer Graphics and Visualization Colloquium

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You are cordially invited to attend our next Computer Graphics and Visualization (CGV) Colloquium, which will be held on Thursday April 25 2013, 15:45-17.00 in the Timmanzaal (LB 01.170).

The program is as follows:

* Roland van der Linden, Procedural generation of dungeons

* Ricardo Lopes, Mobile adaptive procedural content generation

* Matthias Holländer, Real-time subdivision surfaces on the GPU

Looking forward to see you all at the colloquium!

Written by noeska

April 23rd, 2013 at 11:39 am

Posted in colloquia,graphics

Computer Graphics and Visualization Colloquium

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You are cordially invited to attend our next Computer Graphics and Visualization (CGV) Colloquium, which will be held on Thursday March 21, 2013, 16:30-17.10, in the Vassiliadis Room (HB 10.230, formerly know as Shannon Room…)

The programme (this time, slightly shorter AND starting later) is as follows:

* Timothy Kol, Remote rendering

* Pedro Silva, Node-based shape grammar representation and editing

Looking forward to see you all at the colloquium!

Written by Bart Vastenhouw

March 13th, 2013 at 4:05 pm

Posted in colloquia,graphics

Computer Graphics and Visualization Colloquium

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You are cordially invited to attend our next Computer Graphics and Visualization (CGV) Colloquium, which will be held on
Thursday February 21 2013, 15:45-17.00 in the new Vassiliadis Room (HB 10.230, formerly know as Shannon Room…)

The programme is as follows:

* Joey van den Heuvel: Procedural ornamentation generation techniques

* Casper van Leeuwen: Spatio-temporal 3D blood flow visualization in the human heart

* Cees-Willem Hofstede: Digital anatomy representations

Looking forward to see you all at the colloquium!

Written by Bart Vastenhouw

February 12th, 2013 at 8:32 am

Posted in colloquia,graphics,News

Memorial of the 1953 North Sea Flood

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A discussion round on Wednesday 30th February was held in the TU Delft Science Center regarding the memorial of the North Sea Flood in 1953. 60 years ago, in the night of 31st January to the 1st February, a large flood hit the southern provinces of the Netherlands (Zeeland, South Holland and parts of Brabant). The flood took the inhabitants by in mid of the night by suprise, causing a death toll of several hundred people.

The discussion round, aiming the memorial of flood as well as future protection against such events, was supported by our 3Di Visualization system. Further information on the memorial is available as an interview of Olivier Hoes, associate professor at the TU Delft and lead scientist- and organisor of the event, an interview by TV West Nieuws of Olivier Hoes, an article in TU Delta on the visualization system and an article the TU newspage with some conclusions on the discussion.

3Di is a research programme in which the TU works together with Deltares and Nelen& Schuurmans on the development of a new generation flood simulation models.

Read the rest of this entry »

Written by christian

February 6th, 2013 at 12:58 pm

Posted in graphics,News,vrlab,vrvis

Media reports on CGV course in Building Serious Games

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Read more here, here and here, about three serious gaming student projects, implemented during our recent course on Building Serious Games.

Written by ricardo

January 24th, 2013 at 9:29 am

Computer Graphics and Visualization (CGV) Colloquium

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You are cordially invited to attend our first Computer Graphics and Visualization (CGV) Colloquium of 2013, which will be held on Thursday, January 17 at 15:45 in the Shannon Room, on the 10th floor of the EEMCS building.

The programme is as follows:

  •  Hugo Meijer: Preprocessing large point-cloud data in the cloud
  • Chris van Egmond: Visualizing multiple two-dimensional data fields simultaneously in a single image

Because this is slightly shorter than usually, you are encouraged to make good use of that extra time, e.g. at the (by now traditional) socializing event following our colloquiums.

Written by Bart Vastenhouw

January 14th, 2013 at 8:56 am

Posted in colloquia,graphics,News

Computer Graphics Colloquium, December 18, 2012

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You are cordially invited to attend the next Computer Graphics and Visualization (CGV) Colloquium, which will be held on Tuesday, December 18 at 15:45 in the Lipkenszaal, room LB 01.150 in the EEMCS building.

We are extremely happy to welcome Professor Jim Whitehead of the University of California, Santa Cruz, as our guest speaker.

The title and abstract of his talk are as follows:

Analyzing Level Design: A Genre-Specific Approach

Abstract: Today, level design for computer games is presented as a process of crafting space to achieve a set of high-level qualities, such as pacing, flow, and challenge. This results in a one size fits all approach, with no guidance on precisely how to achieve these qualities in specific game genres. In contrast, we present an approach to level design that is specific to individual game genres. This permits a more detailed analysis that exposes the design idioms common to each genre, and permits level design to be understood in a more concrete way. As examples, the talk will present level analysis of 2d platformers, 2d space shooters (shmups), and 3d first person shooter genres. Use of this genre-specific level design knowledge for procedural content generation is shown in the final part of the talk, which presents the Launchpad system for procedural level design of 2d platformers.

Bio: Jim Whitehead is Professor and Chair of Computer Science at the University of California, Santa Cruz, where he helped create its game program. Prof. Whitehead is also the President of the Society for the Advancement of the Science of Digital Games, which operates the yearlyFoundations of Digital Games (FDG) conference. He has research interests in procedural content generation, level design, application of games to software engineering, and software bugs, especially their prediction. He received his PhD in Information and Computer Science from the University of California, Irvine in 2000.

Written by noeska

December 18th, 2012 at 9:44 am

Posted in colloquia,gaming,News

Tweakers videoreport on the INSYGHTLAB opening online

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Last week, the Tweakers video crew visited the recently opened INSYGHTlab to do a videoreport on the facilities and some of the research that  goes on there. The CGV-group work in the lab was represented by Ioanna Tziouvara and yours truly. I demonstrated Christian Kehl‘s PhD thesis topic: Interactive Visualization and Simulation of Flooding Scenarios on the workbench and Ioanna showed and talked about her master thesis setup: Integration of 3D Tracking systems for Interaction in Spatial Augmented Reality.

Today the full videoreport was posted on the Tweakers website:

Viewers with a keen eye can also spot our professor in a couple of the shots!

Written by noeska

December 12th, 2012 at 12:19 pm

Master Thesis Defense Ioanna Tziouvara

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On the 14th December, Ioanna Tziouvara will defend her Master thesis: Integration of 3D tracking systems for Interaction in Spatial Augmented Reality. The defense is open for the public and guests are therefore invited to attend.

MSc Committee:
Chair, Full Professor: Prof. dr. E. Eisemann, Faculty of EEMCS, TU Delft
Daily Supervisor: Prof. dr. E. Eisemann, Faculty of EEMCS, TU Delft
External supervisor: ir. J. Verlinden, Faculty of IDE, TU Delft
Committee Member: Dr. ir. G. de Haan, Faculty of EEMCS, TU Delft

Date and time: 14 December 2012, 14:30

Location: van der Poelzaal (LB 01.220), Faculty of EEMCS, Mekelweg 4, Delft

Topic preview can be found at the project website.

Abstract:

Spatial Augmented Reality (SAR) has been a research field for more than a decade.  SAR uses digital projectors to augment virtual information on physical objects, which makes it non-invasive and can yield an immersive experience. SAR has shown to have potential in a variety of fields, like entertainment, medicine and industrial applications. Although the opportunities that accompany SAR are great, effort towards the interaction mechanisms is necessary.

In this thesis, a SAR system designed and developed to be applied in the field of Industrial Design Engineering is presented. More specifically, this work contains an approach to set the hardware to support SAR, else known as hardware calibration for SAR. Each hardware entity is calibrated with respect to a common “world” in order to achieve effective communication. This world is set to coincide with the graphics world, and this allows us to imagine being inside the 3D graphics world while the virtual content is rendered onto the scene’s objects. In order to identify the basic ingredients that enable interaction in SAR, a scheme is introduced to help with the analysis of related work. Based on this background knowledge and the newly inserted scheme, we designed the interaction components of our SAR system according to characteristics of our setting. The SAR system was designed to work in the peripersonal region. The user inserts input via a constructed IR tracked pen and a dynamic menu is used as interface to the system. Functionality such as selection, feedback and annotation is enabled for interacting with the SAR system. The system’s application is divided into two parts. The first part includes the use of the RGB-D camera and the IR tracker for the construction of a 3D scanner to produce a virtual model of an object through sampling, segmentation, and registration of sequential point clouds. In the second part, the result of the scanning process, which is a polygonal mesh of the scanned object, is added to the SAR system’s application that enables interaction with virtual models and the ground level of the world. These two parts of the SAR system application aim to support industrial designers in the scanning of a freshly made physical prototype, and enable the design of features on the corresponding virtual model by using the SAR system.

In order to identify the strong points and weaknesses of the current state of the SAR system application, we carried out a user evaluation. 21 students from the Faculty of Industrial Design Engineering evaluated the two parts of the system’s application. The results show that the SAR system is useful and that it has great potential in the field of Industrial Design Engineering. Nevertheless, there is still space for improvement and future work, in order to be fully applied in the field.


Written by christian

December 4th, 2012 at 3:22 pm