Changeset 1476 for GTP-Internal


Ignore:
Timestamp:
09/22/06 19:04:35 (18 years ago)
Author:
denisa
Message:
 
Location:
GTP-Internal/trunk/Webpage/NOF/gtp_webpage/gtp_webpage_html
Files:
35 edited

Legend:

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  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/gtp_webpage_html/html/body_aaa.html

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    2323                <UL> 
    24                     <LI>Michael Wimmer, Jiri Bittner: <A HREF="http://developer.nvidia.com/object/gpu_gems_2_home.html" TARGET="_blank"><B>Hardware Occlusion Queries Made Useful,</B></A> GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, pages 91-108. </LI> 
    25                     <LI>Alex MÃ&#169;ndez, Mateu Sbert, Jordi CatÃ&nbsp;, Nico Sunyer, Sergi Funtane: <A HREF="http://www.shaderx4.com/" TARGET="_blank"><B>Real-time Obscurances with Color Bleeding,</B></A> ShaderX4: Advanced Rendering Techniques, Edited by Wolfgang Engel, Charles River Media, 2005. </LI> 
     24                    <H3>2006</H3> 
     25                    <LI><A HREF="http://www.cg.tuwien.ac.at/staff/IvanViola.html">Ivan Viola</A>, <A HREF="http://ima.udg.es/~feixas/">Miquel Feixas</A>, <A HREF="http://ima.udg.es/~mateu/">Mateu Sbert</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/EduardGroeller.html">Meister Eduard Groller</A>, <B><A HREF="http://www.gametools.org/archives/publications/VUT_TVCG2006.pdf">Importance-Driven Focus of Attention</A>, </B><I>IEEE Transactions on Visualization and Computer Graphics</I>, 12(5):933-940, October 2006. </LI> 
     26                    <LI><A HREF="http://www.cg.tuwien.ac.at/staff/MarkusGiegl.html">Markus Giegl</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/MichaelWimmer.html">Michael Wimmer</A>, <B><A HREF="http://www.gametools.org/archives/publications/VUT_CGF2006.pdf">Unpopping: Solving the Image-Space Blend Problem for Smooth Discrete LOD Transition</A>, </B><I>accepted for Computer Graphics Forum</I>, ():-, 2006.</LI> 
     27                    <LI><A HREF="http://www.cg.tuwien.ac.at/staff/PeterWonka.html">Peter Wonka</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/MichaelWimmer.html">Michael Wimmer</A>, Kaichi Zhou, Stefan Maierhofer, <A HREF="http://www.cg.tuwien.ac.at/staff/GerdHesina.html">Gerd Hesina</A>, Alexander Reshetov, <B><A HREF="http://www.gametools.org/archives/publications/VUT_TG2006.pdf">Guided Visibility Sampling</A>, </B><I>ACM Transactions on Graphics,</I> 25(3):-, July 2006. </LI> 
     28                    <LI><A HREF="http://www.cg.tuwien.ac.at/staff/OliverMattausch.html">Oliver Mattausch</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/JiriBittner.html">Jiri Bittner</A>, <A HREF="http://www.cg.tuwien.ac.at/staff/MichaelWimmer.html">Michael Wimmer</A>, <B><A HREF="http://www.gametools.org/archives/publications/VUT_EGSR2006.pdf">Adaptive Visibility-Driven View Cell Construction</A>, </B>In <I>Rendering Techniques 2006 (Proceedings of the Eurographics Symposium on Rendering 2006)</I>, pages -. June 2006.</LI> 
     29                    <LI>Vlastimil Havran, <A HREF="http://www.cg.tuwien.ac.at/staff/JiriBittner.html">Jiri Bittner</A>, <B><A HREF="http://www.gametools.org/archives/publications/tut4eg06.pdf">Efficient Sorting and Searching in Rendering Algorithms</A></B></LI> 
     30                    <LI>C. Rebollo, I. Remolar, M. Chover, and J. Gumbau, <A HREF="http://www.gametools.org/archives/publications/UJI_ISCIS2006.pdf"><B>Hardware-Oriented Visualisation of Trees</B></A>, ISCIS 2006, LNCS 4263 proceedings.</LI> 
     31                    <LI>F. Ramos, M. Chover, O. Ripolles and C. Granell, <A HREF="http://www.gametools.org/archives/publications/UJI_DGCI2006.pdf"><B>Continuous Level of Detail on Graphics Hardware</B></A>, Lecture Notes in Computer Science&nbsp;Vol. 4245.Proceedings of the 13th International Conference on Discrete Geometry for Computer Imagery, 2006. ISBN: 3-540-47651-2.</LI> 
     32                    <LI>F. Ramos, M. Chover, O. Ripolles and C. Granell, <A HREF="http://www.gametools.org/archives/publications/UJI_VIIP2006.pdf"><B>Efficient Implementation of LodStrips</B></A>, Proceedings of the Sixth IASTED International Conference on Visualization, Imaging and Image Processing, ISBN 0-88986-598-1, ISSN 1482-7921, pp. 365-370. 2006.</LI> 
     33                    <LI>P. Castelló, M. Sbert, M. Chover, M. Feixas, <A HREF="http://www.gametools.org/archives/publications/UJI_ICCS2006_2.pdf"><B>Techniques for Computing Viewpoint Entropy of a 3D Scene</B></A>, ICCS 2006, University of Reading, UK, May, 2006.</LI> 
     34                    <LI>O. Belmonte, S. Aguado, S. Sancho, <A HREF="http://www.gametools.org/archives/publications/UJI_ICCS2006.pdf"><B>Triangle Strip Multiresolution Modelling using sorted edges</B></A>, ICCS 2006, University of Reading, UK, May, 2006.</LI> 
    2635                    <LI>Celso Campos, Ricardo Quiros, Joaquin Huerta, Emilio Camahort, Roberto Vivo, Javier Lluch: <A HREF="http://www.gametools.org/archives/publications/UPV_UJI_ccampos_cggm2006.pdf"><B>A Multiresolution Model for Non-Photorealistic Rendering of Trees</B></A>, Fifth International Workshop on Computer Graphics and Geometric Modeling - CGGM 2006.</LI> 
    2736                    <LI>C. Rebollo, I. Remolar, M. Chover, O. Ripollés: <A HREF="http://www.gametools.org/archives/publications/UJI_WSCG2006.pdf"><B>An efficient continuous level of detail model for foliage</B></A>, Journal of WSCG, University of West Bohemia, ISBN/ISSN ISBN 80-86943-05-4, Plzen (Czech Republic), February 2006 </LI> 
    2837                    <LI>J. Gumbau, M. Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_WSCG2006_2.pdf"><B>Conceptual design of a programmable geometry generator</B></A>, Journal of WSCG, University of West Bohemia, ISBN/ISSN ISBN 80-86943-05-4, Plzen (Czech Republic), February 2006 </LI> 
     38                    <LI>Szirmay-Kalos László, Szécsi László, Mateu Sbert: <B><A HREF="http://www.iit.bme.hu/~szirmay/gpugi_link.htm">GPUGI: Global Illumination Effects on the GPU</A></B>, Eurographics Tutorial, 2006. </LI> 
     39                    <LI>Szécsi László, Szirmay-Kalos László, Mateu Sbert: <B><A HREF="http://www.iit.bme.hu/~szirmay/precomp_link.htm">Light Animation with Precomputed Light Paths on the GPU</A></B>, Graphics Interface 2006. </LI> 
     40                    <LI>Szirmay-Kalos László, Lazányi István: <B><A HREF="http://www.iit.bme.hu/~szirmay/ibld7_link.htm">Indirect Diffuse and Glossy Illumination on the GPU</A></B>, SCCG, 2006. </LI> 
     41                    <LI>Barsi Attila, Szirmay-Kalos László, Szécsi László: <B><A HREF="http://www.iit.bme.hu/~szirmay/ibrshadow_link.htm">Image-based Illumination on the GPU,</A></B> Machine Graphics and Vision, 2006. </LI> 
     42                    <LI>Barnabás Aszódi, László Szirmay-Kalos: <B><A HREF="http://www.iit.bme.hu/~szirmay/softshadow_link.htm">Real-time Soft Shadows with Shadow Accumulation,</A></B> Eurographics Short Papers, 2006. </LI> 
     43                    <LI>Tamás Umenhoffer, László Szirmay-Kalos, Gábor Szijártó: <B><A HREF="http://www.iit.bme.hu/~szirmay/firesmoke_link.htm">Spherical Billboards and their Application to Rendering Explosions</A></B>, Graphics Interface 2006. </LI> 
     44                    <LI>Alex Méndez, Mateu Sbert, Jordi Catà, Nico Sunyer, Sergi Funtane: <A HREF="http://www.shaderx4.com/" TARGET="_blank"><B>Real-time Obscurances with Color Bleeding,</B></A> ShaderX4: Advanced Rendering Techniques, Edited by Wolfgang Engel, Charles River Media, 2006. </LI> 
     45                    <UL> 
     46                        <UL> 
     47                        </UL> 
     48                    </UL> 
     49                    <H3>2005</H3> 
     50                    <LI>Michael Wimmer, Jiri Bittner: <A HREF="http://developer.nvidia.com/object/gpu_gems_2_home.html" TARGET="_blank"><B>Hardware Occlusion Queries Made Useful,</B></A> GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, pages 91-108. </LI> 
    2951                    <LI>O. Ripolles, M. Chover, F. Ramos: <A HREF="http://www.gametools.org/archives/publications/UJI_VIIP2005.pdf"><B>Quality strips for models with level of detail</B></A>, Proc. of Visualization, Imaging and Image Processing (VIIP 2005), ISBN/ISSN 0-88986-528-0, Benidorm, pp. 268-273, September 2005 </LI> 
    3052                    <LI>O. Ripolles, M. Chover:<A HREF="http://www.gametools.org/archives/publications/UJI_CEIG2005.pdf"><B> Búsqueda de tiras para modelos multirresolución estáticos</B></A>, XV Congreso Español de Informática Gráfica, ISBN/ISSN 84-9732-431-5, Granada, pp. 117-123, September 2005 </LI> 
     
    3860                    <LI>Dimitri Plemenos, Jerome Grasset, Benoit Jaubert, Karim Tamine: <A HREF="http://www.graphicon.ru/proceedings2005/papers/Plemenos.pdf" TARGET="_blank"><B>Intelligent visibility-based 3D scene processing techniques for computer games,</B></A> Computer Graphics and Applications (GraphiCon'2005), Novosibirsk Akademgorodok, Russia, 2005. </LI> 
    3961                    <LI>Mateu Sbert, Jordi Palau: <A HREF="http://www.gametools.org/archives/publications/GameTools_MateuSbert_ITRA.pdf" TARGET="_blank"><B>GameTools: Advanced Tools for Developing Highly Realistic Computer Games</A></B> IVth ITRA World Conference, Alicante, 2005.</LI> 
    40                     <LI> Ismael Garcia, Mateu Sbert, László Szirmay-Kalos: <B><A HREF="http://www.iit.bme.hu/~szirmay/tree_link.htm">Leaf Cluster Impostors for Tree Rendering with Parallax</A></B>, <I>Eurographics 2005, Short papers</I></LI> 
    41                     <LI> Szirmay-Kalos László, Aszódi Barnabás, Lazányi István, Premecz Mátyás: <A HREF="http://www.iit.bme.hu/~szirmay/ibl_link.htm"><B>Approximate Ray-Tracing on the GPU with Distance Impostors,</A></B> Eurographics, 2005.</LI> 
    42                     <LI> Szirmay-Kalos László, Mateu Sbert, Umenhoffer Tamás: <A HREF="http://www.iit.bme.hu/~szirmay/volreuse_link.htm"><B>Real-Time Multiple Scattering in Participating Media with Illumination Networks,</A></B> Eurographics Symposium on Rendering, 2005.</LI> 
    43                     <LI> Umenhoffer Tamás, Szirmay-Kalos László: <A HREF="http://www.iit.bme.hu/~szirmay/felhos_link.htm"><B>Real-time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors,</A></B> Eurographics Short Papers, 2005.</LI> 
    44                     <LI> Barsi Attila, Szirmay-Kalos László, Szijártó Gábor: <A HREF="http://www.iit.bme.hu/~szirmay/gpurad_link.htm"><B>Stochastic Glossy Global Illumination on the GPU,</A></B> SCCG, 2005.</LI> 
    45                     <LI> Szirmay-Kalos László, Antal György, Mateu Sbert: <A HREF="http://www.iit.bme.hu/~szirmay/gowin_link.htm"><B>Go with the Winners Strategy in Path Tracing,</A></B> Journal of WSCG, 2005.</LI> 
    46                     <LI> Stefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner Purgathofer: <A HREF="http://www.gametools.org/archives/publications/VUT_ACM_Siggraph2005_jeschke-05-AIP-Paper.pdf"><B>Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements</B></A><B>,</B> In Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games. April 2005.</LI> 
    47                     <LI> Pascual Castelló, José Francisco Ramos, Miguel Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_ICSS2005.pdf"><B>A Comparative Study of Acceleration Techniques for Geometric Visualization</B></A><B>.</B> Fourth International Workshop on Computer Graphics and Geometric Modeling, CGGM 2005. 
     62                    <LI>Szirmay-Kalos László, Aszódi Barnabás, Lazányi István, Premecz Mátyás: <B><A HREF="http://www.iit.bme.hu/~szirmay/ibl_link.htm">Approximate Ray-Tracing on the GPU with Distance Impostors,</A></B> Eurographics, 2005. </LI> 
     63                    <LI>Szirmay-Kalos László, Mateu Sbert, Umenhoffer Tamás: <B><A HREF="http://www.iit.bme.hu/~szirmay/volreuse_link.htm">Real-Time Multiple Scattering in Participating Media with Illumination Networks,</A></B> Eurographics Symposium on Rendering, 2005. </LI> 
     64                    <LI>Umenhoffer Tamás, Szirmay-Kalos László: <B><A HREF="http://www.iit.bme.hu/~szirmay/felhos_link.htm">Real-time Rendering of Cloudy Natural Phenomena with Hierarchical Depth Impostors,</A></B> Eurographics Short Papers, 2005. </LI> 
     65                    <LI>Ismael Garcia, Mateu Sbert, László Szirmay-Kalos: <B><A HREF="http://www.iit.bme.hu/~szirmay/tree_link.htm">Leaf Cluster Impostors for Tree Rendering with Parallax</A></B>, <I>Eurographics 2005, Short papers</I></LI> 
     66                    <LI>Barsi Attila, Szirmay-Kalos László, Szijártó Gábor: <B><A HREF="http://www.iit.bme.hu/~szirmay/gpurad_link.htm">Stochastic Glossy Global Illumination on the GPU,</A></B> SCCG, 2005. </LI> 
     67                    <LI>Szirmay-Kalos László, Antal György, Mateu Sbert: <B><A HREF="http://www.iit.bme.hu/~szirmay/gowin_link.htm">Go with the Winners Strategy in Path Tracing,</A></B> Journal of WSCG, 2005. </LI> 
     68                    <LI>Lazányi István, Szirmay-Kalos László: <B><A HREF="http://www.iit.bme.hu/~szirmay/fresnel_link.htm">Fresnel Term Approximations for Metals,</A></B> WSCG 2005. Short papers. </LI> 
     69                    <LI>Stefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner Purgathofer: <A HREF="http://www.gametools.org/archives/publications/VUT_ACM_Siggraph2005_jeschke-05-AIP-Paper.pdf"><B>Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements</B></A><B>,</B> In Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games. April 2005.</LI> 
     70                    <LI>Pascual Castelló, José Francisco Ramos, Miguel Chover: <A HREF="http://www.gametools.org/archives/publications/UJI_ICSS2005.pdf"><B>A Comparative Study of Acceleration Techniques for Geometric Visualization</B></A><B>.</B> Fourth International Workshop on Computer Graphics and Geometric Modeling, CGGM 2005. 
    4871                </UL> 
    4972            </TD> 
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    35                 <P><B>GTP EU Public Reports</B><BR>&nbsp;<BR>D3.2: Report on Visibility Algorithms [<A HREF="http://www.gametools.org/downloads/GameTools_Report_Visibility_Algorithms.pdf" target="_blank">pdf</A>]<BR>D4.2: Report on the Multiresolution Modules [<A HREF="http://www.gametools.org/downloads/GameTools_Report_Geometry.pdf" target="_blank">pdf</A>]<BR>D5.2: Report on Illumination Algorithms [<A HREF="http://www.gametools.org/downloads/GameTools_Report_Illumination_Algorithms.pdf" target="_blank">pdf</A>] </P> 
     35                <P><B>GTP EU Public Reports</B></P> 
     36                <P><B></B>Annual public report 2005 [<A HREF="http://www.gametools.org/downloads/GameTools_Annual_public_report_2005.pdf">pdf</A>]</P> 
     37                <P>D3.2: Report on Visibility Algorithms [<A HREF="http://www.gametools.org/downloads/GameTools_Report_Visibility_Algorithms.pdf" target="_blank">pdf</A>]<BR>D4.2: Report on the Multiresolution Modules [<A HREF="http://www.gametools.org/downloads/GameTools_Report_Geometry.pdf" target="_blank">pdf</A>]<BR>D5.2: Report on Illumination Algorithms [<A HREF="http://www.gametools.org/downloads/GameTools_Report_Illumination_Algorithms.pdf" target="_blank">pdf</A>] </P> 
    3638            </TD> 
    3739        </TR> 
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    23                 <P><B>Continous Multiresolution Models</B> are a <B>LOD (level of detail) technique</B> in computer graphics which addresses the problem that scenes contain <B>too much geometry</B> when all of the visible objects are rendered at their full geometric resolution. While algorithms along that line have long been available, most modern game/3D-engines implement&nbsp;the much simpler technique of discrete LODs instead. Discrete LOD techniques are widely known for the annoying visible artifacts they produce at the moment the switch between the different resolution models occurs, a drawback unfit for the visual quality of the next generation of 3D/game applications.</P> 
    24                 <P>The <B>GTP GeometryLib</B> supplies a <B>Multiresolution LOD Solution</B> which addresses the shortcomings of previous approaches by giving developers access to a complete package of solid technology which supplies:</P> 
    25                 <OL> 
    26                     <LI>A <B>fast image based simplification algorithm</B> to efficiently create high quality MLODs without human intervention.</LI> 
    27                     <LI><B>Multiresolution triangle strip generation</B> taking into account <B>topology</B> and <B>texture</B> of the base model.<BR>Triangle strips are the most efficient way to overcome the bandwidth bottleneck between the main processor and memory on modern high performance graphic cards, thereby vastly speeding up the rendering process.</LI> 
    28                     <LI>A <B>memory &amp; runtime efficient compressed multiresolution mesh format</B> that contains triangle strip information, avoiding the need for costly on-the-fly tristrip generation.</LI> 
    29                     <LI>A new multiresolution model <B>specially fitted for plants</B> allowing for an <B>incredible amount of close up detail</B> for e.g. leaves, <BR>while at the same time supplying simplified representationions for the <B>fast rendering of objects</B> which are <B>further away</B>.</LI> 
    30                 </OL> 
    31                 <P>&nbsp;</P> 
     23                <P STYLE="text-align: left;"><B>Continuous Multiresolution Models</B> are a <B>level of detail (LOD)</B> technique in computer graphics addressing the problem that scenes often contain <B>too much geometric detail</B> when all of the visible objects are rendered at their full resolution. While similar algorithms have long been available, most modern game/3D-engines implement the much simpler technique of discrete LODs instead. Discrete LOD techniques are widely known for the annoying visible artefacts they produce at the moment the switch between the different resolution models occurs, an unacceptable drawback for the visual quality of the next generation of 3D/game applications.</P> 
     24                <P STYLE="text-align: left;">The <B>GTP Geometry Lib</B> supplies a <B>multiresolution LOD solution</B> that addresses the shortcomings of previous approaches by giving developers access to a complete package of solid technology which offers:</P> 
     25                <UL> 
     26                    <LI STYLE="text-align: left;">A <B>image based simplification algorithm</B> to efficiently create high quality MLODs without human intervention</LI> 
     27                    <LI STYLE="text-align: left;">A continuous multiresolution model for <B>static and animated meshes</B> that includes <B>connectivity information</B> and uses basic primitives like triangle strips. These features <B>reduce dramatically</B> the amount of information stored and <B>overcome the bandwidth bottleneck</B> between the main processor and the memory of the modern high performance graphic cards.</LI> 
     28                    <LI STYLE="text-align: left;">A new multiresolution model <B>specially suited for the real time rendering of trees and plants</B>, allowing an <B>incredible amount of close up detail</B>. The model is able to show each leaf when the user is closer and gives automatically simplified representations when the observer moves away. </LI> 
     29                </UL> 
    3230                <P> 
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    2626                        <TD CLASS="News"> 
    2727                            <P><I>8 / SEP /2006</I> - <B>GAMETOOLS</B> at <A HREF="http://www.cg.tuwien.ac.at/events/EG06/index.php">Eurographics 2006</A> in Vienna</P> 
    28                             <P>Tutorial T4 - <A HREF="http://www.cgg.cvut.cz/~havran/eg2006tut/"><I>Efficient Sorting and Searching in Rendering Algorithms</I></A>, presented examples from the <B>GTP</B>. <A HREF="http://www.gametools.org/archives/publications/tut4eg06.pdf">Here you can find the slides presented</A>. Next follows the abstract:</P> 
    29                             <BLOCKQUOTE>In the proposed tutorial we would like to highlight the connection between rendering algorithms and sorting and searching as classical problems studied in computer science. We will provide both theoretical and empirical evidence that for many rendering techniques most time is spent by sorting and searching. In particular we will discuss problems and solutions for visibility computation, density estimation, and importance sampling. For each problem we mention its specific issues such as dimensionality of the search domain or online versus offline searching. We will present the underlying data structures and their enhancements in the context of specific rendering algorithms such as ray shooting, photon mapping, and hidden surface removal. </BLOCKQUOTE> 
    30                             <P>Some pictures of the different events:</P> 
     28                            <P><B>Tutorial T4</B> - <A HREF="http://www.cgg.cvut.cz/~havran/eg2006tut/"><I>Efficient Sorting and Searching in Rendering Algorithms</I></A>, presented examples from the <B>GTP</B>. <A HREF="http://www.gametools.org/archives/publications/tut4eg06.pdf">Here you can find the slides presented</A>. Next follows the abstract:</P> 
     29                            <BLOCKQUOTE>In the proposed tutorial we would like to highlight the connection between rendering algorithms and sorting and searching as classical problems studied in computer science. We will provide both theoretical and empirical evidence that for many rendering techniques most time is spent by sorting and searching. In particular we will discuss problems and solutions for visibility computation, density estimation, and importance sampling. For each problem we mention its specific issues such as dimensionality of the search domain or online versus offline searching. We will present the underlying data structures and their enhancements in the context of specific rendering algorithms such as ray shooting, photon mapping, and hidden surface removal.</BLOCKQUOTE> 
     30                            <P>Some <B>pictures</B> of the different events:</P> 
    3131                            <P><A HREF="../game.jpg"><IMG ID="Picture2" HEIGHT=142 WIDTH=200 SRC="../assets/images/game_th.jpg" VSPACE=0 HSPACE=0 ALIGN="TOP" BORDER=0 ALT="game_th" TITLE="game_th"></A>&nbsp;<A HREF="../tshirts.jpg"><IMG ID="Picture4" HEIGHT=125 WIDTH=200 SRC="../assets/images/tshirts_th.jpg" VSPACE=0 HSPACE=0 ALIGN="TOP" BORDER=0 ALT="tshirts_th" TITLE="tshirts_th"></A> <A HREF="../presentation.jpg"><IMG ID="Picture5" HEIGHT=150 WIDTH=200 SRC="../assets/images/presentation_th.jpg" VSPACE=0 HSPACE=0 ALIGN="TOP" BORDER=0 ALT="presentation_th" TITLE="presentation_th"></A></P> 
    32                             <P>The poster:</P> 
     32                            <P>The <B>poster</B>:</P> 
    3333                            <P><A HREF="../EG06poster.png"><IMG ID="Picture6" HEIGHT=211 WIDTH=300 SRC="../assets/images/EG06poster_th.png" VSPACE=0 HSPACE=0 ALIGN="TOP" BORDER=0 ALT="EG06poster_th" TITLE="EG06poster_th"></A></P> 
    3434                        </TD> 
     
    5050                        <TD WIDTH=732 CLASS="News"> 
    5151                            <P><I>8 / SEP /2006</I> - <B>GAMETOOLS</B> sponsored the <A HREF="http://www.cg.tuwien.ac.at/events/EG06/graphicsmeetsgames.php"><B><I>Graphics meets Games</I></B></A> competition at <A HREF="http://www.cg.tuwien.ac.at/events/EG06/index.php">Eurographics 2006</A> in Vienna.</P> 
     52                            <P> 
     53                                <TABLE WIDTH="100%" BORDER=0 CELLSPACING=0 CELLPADDING=0 NOF=TE> 
     54                                    <TR> 
     55                                        <TD ALIGN="CENTER"><A HREF="http://www.cg.tuwien.ac.at/events/EG06/graphicsmeetsgames.php"><IMG ID="Picture7" HEIGHT=104 WIDTH=600 SRC="../assets/images/EG06GmGGTPweb.png" BORDER=0 ALT="Graphics meets Games" TITLE="Graphics meets Games"></A></TD> 
     56                                    </TR> 
     57                                </TABLE> 
     58                            </P> 
    5259                        </TD> 
    5360                    </TR> 
     
    5865    <TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 NOF=LY> 
    5966        <TR VALIGN=TOP ALIGN=LEFT> 
    60             <TD WIDTH=17 HEIGHT=28><IMG SRC="../assets/images/autogen/clearpixel.gif" WIDTH=17 HEIGHT=1 BORDER=0 ALT=""></TD> 
     67            <TD WIDTH=17 HEIGHT=26><IMG SRC="../assets/images/autogen/clearpixel.gif" WIDTH=17 HEIGHT=1 BORDER=0 ALT=""></TD> 
    6168            <TD></TD> 
    6269        </TR> 
     
    6774                    <TR> 
    6875                        <TD CLASS="News"> 
    69                             <P><I>22 / AGO /2006</I> - Dr. Michael Wimmer presented the <B>GAMETOOLS</B> project at <A HREF="http://www.gcdc.de/">GCDC in Leipzig</A>, the biggest event for game developers in Europe, in a panel discussion that had collaboration between academia and industry as a topic.</P> 
     76                            <P><I>22 / AUG /2006</I> - Dr. Michael Wimmer presented the <B>GAMETOOLS</B> project at <A HREF="http://www.gcdc.de/">GCDC in Leipzig</A>, the biggest event for game developers in Europe, in a panel discussion that had collaboration between academia and industry as a topic.</P> 
    7077                        </TD> 
    7178                    </TR> 
  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/gtp_webpage_html/html/body_press.html

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    2323                <P STYLE="text-align: center;">The GameTools Project in the Press</P> 
    2424                <UL> 
     25                    <LI><A HREF="http://cordis.europa.eu/wire/index.cfm?fuseaction=article.Detail&rcn=9813">8 September 2006</A> - CORDIS Wire, About Gametools Project.</LI> 
    2526                    <LI><A HREF="http://www.gametools.org/archives/press/06_03_03_AIJU_Informa49.pdf">3 March 2006</A> - &quot;AIJU Aplica resultados del proyecto europeo GameTools&quot;. Article published in AIJU's Magazine, a technical magazine with&nbsp;an audience of 465 companies from Spain. </LI> 
    2627                    <LI><A HREF="http://www.ojgames.com/article/articleview/964353/">1 March 2006</A> - &quot;Interview with Xavier Carrillo&quot;. Interview in Spanish published in ojgames.com, an on-line videogame magazine.</LI> 
  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/gtp_webpage_html/html/body_technology.html

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    4343            <TD COLSPAN=5 WIDTH=749 CLASS="TextObject" STYLE="background-color: rgb(255,255,255);"> 
    4444                <P><B><SPAN STYLE="font-size: 16pt; color: rgb(51,102,204);"><A NAME="Geometry"></A>GEOMETRY</SPAN></B></P> 
    45                 <P><B>Continous Multiresolution Models</B> are a <B>LOD (level of detail) technique</B> in computer graphics which addresses the problem that scenes contain <B>too much geometry</B> when all of the visible objects are rendered at their full geometric resolution. While algorithms along that line have long been available, most modern game/3D-engines implement&nbsp;the much simpler technique of discrete LODs instead. Discrete LOD techniques are widely known for the annoying visible artifacts they produce at the moment the switch between the different resolution models occurs, a drawback unfit for the visual quality of the next generation of 3D/game applications.</P> 
    46                 <P>The <B>GTP GeometryLib</B> supplies a <B>Multiresolution LOD Solution</B> which addresses the shortcomings of previous approaches by giving developers access to a complete package of solid technology which supplies:</P> 
    47                 <OL> 
    48                     <LI>A <B>fast image based simplification algorithm</B> to efficiently create high quality MLODs without human intervention.</LI> 
    49                     <LI><B>Multiresolution triangle strip generation</B> taking into account <B>topology</B> and <B>texture</B> of the base model.<BR>Triangle strips are the most efficient way to overcome the bandwidth bottleneck between the main processor and memory on modern high performance graphic cards, thereby vastly speeding up the rendering process.</LI> 
    50                     <LI>A <B>memory &amp; runtime efficient compressed multiresolution mesh format</B> that contains triangle strip information, avoiding the need for costly on-the-fly tristrip generation.</LI> 
    51                     <LI>A new multiresolution model <B>specially fitted for plants</B> allowing for an <B>incredible amount of close up detail</B> for e.g. leaves, <BR>while at the same time supplying simplified representationions for the <B>fast rendering of objects</B> which are <B>further away</B>.</LI> 
    52                 </OL> 
     45                <P STYLE="text-align: left;"><SPAN STYLE="font-size: 10pt;"><B>Continuous Multiresolution Models</B> are a <B>level of detail (LOD)</B> technique in computer graphics addressing the problem that scenes often contain <B>too much geometric detail</B> when all of the visible objects are rendered at their full resolution. While similar algorithms have long been available, most modern game/3D-engines implement the much simpler technique of discrete LODs instead. Discrete LOD techniques are widely known for the annoying visible artefacts they produce at the moment the switch between the different resolution models occurs, an unacceptable drawback for the visual quality of the next generation of 3D/game applications.</SPAN></P> 
     46                <P STYLE="text-align: left;">The <B>GTP Geometry Lib</B> supplies a <B>multiresolution LOD solution</B> that addresses the shortcomings of previous approaches by giving developers access to a complete package of solid technology which offers:</P> 
     47                <UL> 
     48                    <LI STYLE="text-align: left;">A <B>image based simplification algorithm</B> to efficiently create high quality MLODs without human intervention</LI> 
     49                    <LI STYLE="text-align: left;">A continuous multiresolution model for <B>static and animated meshes</B> that includes <B>connectivity information</B> and uses basic primitives like triangle strips. These features <B>reduce dramatically</B> the amount of information stored and <B>overcome the bandwidth bottleneck</B> between the main processor and the memory of the modern high performance graphic cards.</LI> 
     50                    <LI STYLE="text-align: left;">A new multiresolution model <B>specially suited for the real time rendering of trees and plants</B>, allowing an <B>incredible amount of close up detail</B>. The model is able to show each leaf when the user is closer and gives automatically simplified representations when the observer moves away. </LI> 
     51                    <OL> 
     52                    </OL> 
     53                </UL> 
    5354                <P> 
    5455                    <TABLE WIDTH=744 BORDER=0 CELLSPACING=0 CELLPADDING=0 ALIGN=LEFT NOF=TE> 
     
    7677        </TR> 
    7778        <TR VALIGN=TOP ALIGN=LEFT> 
    78             <TD COLSPAN=7 HEIGHT=31></TD> 
     79            <TD COLSPAN=7 HEIGHT=34></TD> 
    7980        </TR> 
    8081        <TR VALIGN=TOP ALIGN=LEFT> 
  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/gtp_webpage_html/html/header_aaa.html

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    1515    <TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=747 NOF=LY> 
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  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/gtp_webpage_html/html/header_news.html

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    1212</STYLE> 
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    14 <BODY NOF="(MB=(DefaultMasterBorder, 121, 61, 171, 0), L=(NewsLayout, 1108, 1000))" STYLE="background-color: rgb(255,255,255); background-image: url('../assets/images/upper2.png');" TOPMARGIN=0 LEFTMARGIN=0 MARGINWIDTH=0 MARGINHEIGHT=0> 
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    1515    <TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=747 NOF=LY> 
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    27 <BODY NOF="(MB=(DefaultMasterBorder, 121, 61, 171, 0), L=(PublicationsLayout, 875, 895))" STYLE="background-image: url('../assets/images/menu_lateral.JPG');" TOPMARGIN=0 LEFTMARGIN=0 MARGINWIDTH=0 MARGINHEIGHT=0> 
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    2828    <TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=171 NOF=LY> 
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    2828    <TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=130 NOF=LY> 
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  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/gtp_webpage_html/html/left_news.html

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    2525</NOLAYER> 
    2626</HEAD> 
    27 <BODY NOF="(MB=(DefaultMasterBorder, 121, 61, 171, 0), L=(NewsLayout, 1108, 1000))" STYLE="background-image: url('../assets/images/menu_lateral.JPG');" TOPMARGIN=0 LEFTMARGIN=0 MARGINWIDTH=0 MARGINHEIGHT=0> 
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    2828    <TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 WIDTH=171 NOF=LY> 
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  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/gtp_webpage_html/style.css

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    16   
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