2016 23rd Portuguese Meeting on Computer Graphics and Interaction (EPCGI)

24-25 Nov. 2016

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  • [Front cover]

    Publication Year: 2016, Page(s): c1
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  • [Title page]

    Publication Year: 2016, Page(s): 1
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  • [Copyright notice]

    Publication Year: 2016, Page(s): 1
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  • ComissãO científica

    Publication Year: 2016, Page(s):i - ii
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  • Prefácio

    Publication Year: 2016, Page(s): iii
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  • Indice

    Publication Year: 2016, Page(s):v - vi
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  • Oradores convidados

    Publication Year: 2016, Page(s):1 - 3
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (93 KB)

    Provides an abstract for each of the keynote presentations and may include a brief professional biography of each View full abstract»

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  • Sessão 1 — algoritmos

    Publication Year: 2016, Page(s): 1
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  • GParticles: A flexible GPU-based particle library

    Publication Year: 2016, Page(s):1 - 8
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (623 KB) | HTML iconHTML

    Particle systems are widely used to create visual effects with a large number of elements (or particles). Earlier works were CPU based, while recent developments use the GPU to take advantage of the fact that, in most cases, particles are independent entities. In here, we propose a GPU-based library that focuses on extensibility and ease of use. The library allows for virtually any particle logic ... View full abstract»

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  • Healed marching cubes algorithm for non-manifold implicit surfaces

    Publication Year: 2016, Page(s):1 - 8
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2090 KB) | HTML iconHTML

    We present an algorithm, called Healed Marching Cubes (HMC), which is capable of triangulating non-manifold implicit surfaces with the help of healing techniques based on differential geometry tools. The leading idea of HMC algorithm is to leverage data generated by the standard Marching Cubes (MC) algorithm for manifold surfaces, healing the sub-triangulation inside each critical cube, i.e., a cu... View full abstract»

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  • Exploring heterogeneous computing with advanced path tracing algorithms

    Publication Year: 2016, Page(s):1 - 8
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (675 KB) | HTML iconHTML

    The CG research community has a renewed interest on rendering algorithms based on path space integration, mainly due to new approaches to discover, generate and exploit relevant light paths while keeping the numerical integrator unbiased or, at the very least, consistent. Simultaneously, the current trend towards massive parallelism and heterogeneous environments, based on a mix of conventional co... View full abstract»

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  • Non-homogeneous grids for CPU-GPU ray tracing

    Publication Year: 2016, Page(s):1 - 8
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (757 KB) | HTML iconHTML

    Ray tracing is among the most resource consuming methods for realistic image generation. Over the years, different acceleration structures have been proposed to reduce ray-object intersection queries since these dominate execution time. Regular grids are one of the most popular structures due to their simplicity and effectiveness. However, regular grid implementations are plagued by two major issu... View full abstract»

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  • Sessão 2 — realidade virtual e aumentada I

    Publication Year: 2016, Page(s): 1
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  • Separating degrees of freedom for object manipulation in VR

    Publication Year: 2016, Page(s):1 - 7
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (641 KB)

    Manipulating objects is an essential aspect in virtual environments. Nonetheless, object positioning in immersive virtual environments relying in direct and natural approaches is still difficult. Previous research concluded that degrees-of-freedom separation in mouse and touch interfaces led to positive results. In this document we present a user evaluation to assess if explicit separation of degr... View full abstract»

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  • Video annotation for immersive journalism using masking techniques

    Publication Year: 2016, Page(s):1 - 7
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (930 KB) | HTML iconHTML

    This paper proposes an interactive annotation technique for 360° videos that allows the use of traditional video editing techniques to add content to immersive videos. Using the case study of immersive journalism the main objective is to diminish the entry barrier for annotating 360° video pieces, by providing a different annotation paradigm and a set of tools for annotation. The spr... View full abstract»

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  • Sessão 3 — Interação I

    Publication Year: 2016, Page(s): 1
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  • A visualisation and simulation framework for local and remote HRI experimentation

    Publication Year: 2016, Page(s):1 - 8
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1176 KB) | HTML iconHTML

    In this text, we will present work on the design and development of a ROS-based (Robot Operating System1) remote 3D visualisation, control and simulation framework. This architecture has the purpose of extending the usability of a system devised in previous work by this research team during the CASIR (Coordinated Attention for Social Interaction with Robots) project. The proposed soluti... View full abstract»

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  • The impact of different exposure times to 360° video experience on the sense of presence

    Publication Year: 2016, Page(s):1 - 5
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (305 KB) | HTML iconHTML

    Equipment such as head-mounted displays are now available for the average consumer at affordable prices. This promotes the usage of this equipment for content consumption and demonstrations, thus it becomes important to establish the best practices for using this technology, namely guidelines in what concerns the recommended exposure time. Therefore, the purpose of this work is to study the impact... View full abstract»

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  • Evaluating selection, manipulation and navigation tasks by people with intellectual disabilities: Learning level comparison of user interaction performance with digital content

    Publication Year: 2016, Page(s):1 - 8
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (400 KB) | HTML iconHTML

    This paper presents a study on the evolution of digital skills of a group of people with intellectual disabilities, when performing tasks such as painting, making puzzles, playing games, or word search. For the effect, we compare results in two assessment moments: in the first one, the group with intellectual disabilities had little or no experience as regards as performing universal tasks (select... View full abstract»

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  • Sessão 4 — visualização

    Publication Year: 2016, Page(s): 1
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  • MotionDesigner: Augmented artistic performances with kinect-based human body motion tracking

    Publication Year: 2016, Page(s):1 - 7
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (555 KB) | HTML iconHTML

    In the last two decades the use of technology in art projects has proliferated, as is the case of the interactive projections based on movement used in artistic performances and installations. However, the artists responsible for creating this work typically have to rely on computer experts to implement this type of interactive systems. The tool herein presented, MotionDesigner, intends to assist ... View full abstract»

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  • Towards automatic non-metric traits analysis on 3D models of skulls

    Publication Year: 2016, Page(s):1 - 7
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (809 KB)

    The morphological and metric methods used by anthropologists to assess ancestry can generate results with low repeatability besides damaging the specimens while handling. These problems have led to the development of a new approach based on skulls acquisition with a 3D scanner, using the resulting models to make measurements and morphological analyzes in the CraMs application (Craniometric Measure... View full abstract»

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  • GatherMySteps

    Publication Year: 2016, Page(s):1 - 8
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1377 KB) | HTML iconHTML

    Smartphones have become ubiquitous and a part of ourselves. Since we carry them everywhere, they are the perfect devices to record our memories: through photos, videos and through lifelogging. One specific form of lifelogging is geographic lifelogging, which consists in recording our own trajectories. Anyone with a GPS enabled device, can effortlessly record their own trajectories. Those recording... View full abstract»

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  • Sessão 5 — realidade virtual e aumentada II

    Publication Year: 2016, Page(s): 1
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  • A gyro-enhanced smart-phone framework to develop motion-based user interfaces for animation and virtual environments

    Publication Year: 2016, Page(s):1 - 7
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (546 KB) | HTML iconHTML

    In this paper, the mobile phone is presented as an alternative device to interact with animation systems and virtual environments, including video games. Basically, we show how the gyroscope of a mobile device can work as a sensor to control the pose and motion of a mobile device controlled object or character in a 3D virtual world. More specifically, we introduce a framework that enables the deve... View full abstract»

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