Interactive multimedia, 3D graphics and visualization methods are becoming increasingly important in a wide range of application domains including but not limited to product marketing, entertainment, engineering as well as sciences. In this seminar, we study technologies, methods and use of graphics and visualization methods, comparing and analyzing their algorithms, system implementation and application in software products.
Good knowledge of programming, advanced algorithms and data structures is necessary. Knowledge of fundamental principles in one or more areas of computer graphics, scientific visualization, image processing, computer vision, multimedia is required. Strong computer science and mathematical skills are beneficial.
The seminar targets MSc students and BSc students in advanced semesters.
This semester's topics revolve around virtual reality, covering a wide set of research questions ranging from system design, implementation, human factors and rendering algorithms.
Successful completion of the seminar requires the following:
Note: There is no requirement for you to implement the method yourself.
Source references must include at least 3 technical papers. The remaining references may be selected from conference presentations (e.g., course materials that do not have an associated technical paper), book articles, online tutorials and (if available) well-written, in-depth technical blog-posts etc.
The written report is expected to include summaries of the related works and your own technical analysis of the material. The report is expected to be around six (6) to ten (10) pages in a given format (SIGGRAPH Content Formatting). It is heavily recommended that you use the provided LaTeX template, but you are free to use any other application, as long as you provide a final PDF that matches the formatting of the SIGGRAPH template.
Close attention must be paid to proper structure and formatting of the report. Using the appropriate style, placement of figures and tables, as well as correct references and citations is a must.
The report should introduce the technique and provide motivation for its use. You should then precisely state the problem the techniques are attempting to solve, followed by a summary and comparison of each of the methods the different references provide. Finally, conclude with a discussion of the techniques and the individual method's limitations and open problems.
(More details will be provided later.)
The seminar presentation includes a talk (~20min), followed by a moderated discussion (5-10min) of your presentation and the topic. Attendance and active participation in seminar presentations and discussions of other students is also required.
The presentation is to be done on the white board, no PowerPoint presentation, with only a limited number of digital figures and images available to support your presentation.
You will need to hand in any presentation materials, such as notes, figures etc.
Again, close attention must be paid to the structure of the presentation, which should include a short introduction and motivation of the topic, a precise statement of the problem, a detailed analysis of the method, a summary of the results and a personal conclusion with discussion of open problems, limitations and ideas.
It is strongly recommended that you rehearse your presentation beforehand and review the presentation with the seminar assistant.
The following list contains a list of suggested topics. Each topic includes one main technical paper. These are provided to you as the key topic and as a starting point for your literature research into the topic. Whenever possible, try to find mostly recent works on the topics!
You are free to find a different topic that fits the overall theme of this year's seminars yourself, however, you need to make sure that you can find a sufficient number of reference materials (including at least three technical papers) and you have to check this with the assistant first
Cruz-Neira, Carolina, Daniel J. Sandin, and Thomas A. DeFanti. "Surround-screen projection-based virtual reality: the design and implementation of the CAVE." Proceedings of the 20th annual conference on Computer graphics and interactive techniques. ACM, 1993.
Bierbaum, Allen, et al. "VR Juggler: A virtual platform for virtual reality application development." Virtual Reality, 2001. Proceedings. IEEE. IEEE, 2001.
Cordeil, Maxime, et al. "Immersive Collaborative Analysis of Network Connectivity: CAVE-style or Head-Mounted Display?." IEEE transactions on visualization and computer graphics 23.1 (2017): 441-450.
Sanchez-Vives, Maria V., and Mel Slater. "From presence to consciousness through virtual reality." Nat Rev Neurosci 6.4 (2005): 332-339.
Sharples, Sarah, et al. "Virtual reality induced symptoms and effects (VRISE): Comparison of head mounted display (HMD), desktop and projection display systems." Displays 29.2 (2008): 58-69.
Bowman, Doug A., and Ryan P. McMahan. "Virtual reality: how much immersion is enough?." Computer 40.7 (2007).
Darken, Rudolph P., William R. Cockayne, and David Carmein. "The omni-directional treadmill: a locomotion device for virtual worlds." Proceedings of the 10th annual ACM symposium on User interface software and technology. ACM, 1997.
Schollmeyer, Andre, et al. "Efficient Hybrid Image Warping for High Frame-Rate Stereoscopic Rendering." IEEE Transactions on Visualization and Computer Graphics 23.4 (2017): 1332-1341.
Razzaque, Sharif, Zachariah Kohn, and Mary C. Whitton. "Redirected walking." Proceedings of EUROGRAPHICS. Vol. 9. 2001.
Friston, Sebastian, et al. "Construction and evaluation of an ultra low latency frameless renderer for VR." IEEE transactions on visualization and computer graphics 22.4 (2016): 1377-1386.
Bimber, Oliver, et al. "Compensating indirect scattering for immersive and semi-immersive projection displays." Virtual Reality Conference, 2006. IEEE, 2006.
Bowman, Doug A., and Chadwick A. Wingrave. "Design and evaluation of menu systems for immersive virtual environments." Virtual Reality, 2001. Proceedings.. IEEE, 2001.
Reitmayr, Gerhard, and Dieter Schmalstieg. "An open software architecture for virtual reality interaction." Proceedings of the ACM symposium on Virtual reality software and technology. ACM, 2001.
Febretti, Alessandro, et al. "CAVE2: a hybrid reality environment for immersive simulation and information analysis." Is&t/spie electronic imaging. International Society for Optics and Photonics, 2013.
Weissman, Michael A., and Andrew J. Woods. "A simple method for measuring crosstalk in stereoscopic displays." IS&T/SPIE. 2011.
Papadopoulos, Charilaos, et al. "The Reality Deck--an Immersive Gigapixel Display." IEEE computer graphics and applications 35.1 (2015): 33-45.
Ni, Tao, Doug A. Bowman, and Jian Chen. "Increased display size and resolution improve task performance in information-rich virtual environments." Proceedings of Graphics Interface 2006. Canadian Information Processing Society, 2006.
Guenter, Brian, et al. "Foveated 3D graphics." ACM Transactions on Graphics (TOG) 31.6 (2012): 164.
Ball, Robert, and Chris North. "Effects of tiled high-resolution display on basic visualization and navigation tasks." CHI'05 extended abstracts on Human factors in computing systems. ACM, 2005.
Simon, Andreas, and Sascha Scholz. "Multi-viewpoint images for multi-user interaction." Virtual Reality, 2005. Proceedings. VR 2005. IEEE. IEEE, 2005.
Fröhlich, Bernd, et al. "Implementing multi-viewer stereo displays." (2005).
Friston, Sebastian, and Anthony Steed. "Measuring latency in virtual environments." IEEE Transactions on Visualization and Computer Graphics20.4 (2014): 616-625.
Ragan, Eric D., et al. "Studying the effects of stereo, head tracking, and field of regard on a small-scale spatial judgment task." IEEE transactions on visualization and computer graphics 19.5 (2013): 886-896.
Raskar, Ramesh, et al. "Quadric transfer for immersive curved screen displays." Computer Graphics Forum. Vol. 23. No. 3. Blackwell Publishing, Inc, 2004.
A good starting point for finding recent publications (besides) Google are the IEEE Visualization, ACM SIGGRAPH, EUROGRAPHICS, ACM SIGGRAPH Interactive 3D Graphics and Games (I3D), High Performance Graphics, EuroVis, and EG Symposium on Parallel Graphics and Visualization conferences, along with the associated journals (ACM Transactions of Graphics, IEEE Transactions on Visualization and Computer Graphics, and Computer Graphics Forum). See Section Links further below for links.
LaTeX template for your report:
Otherwise, check the ACM Digital Library, the IEEE Digital Library or the Eurographics Digital Library where a majority of the publications are hosted. You can access content from the Digital Library from within the UZH network.
Finally, Google is your friend -- most authors put their papers online either on their personal websites or in some University provided space. Further, you might find presentation notes, sample implementations and other notes that can help understanding otherwise technically-advanced papers.