Research Projects
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Current Projects |
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The
project is focused on modeling the sky models ether as HDR environment textures
or the analytical models modeling the HDR environments.
The
project tkes as an input the 3D scene and produces the snow scne or after rain
scene. Gallery.
The
original contribution of this project will be the study of the sub-surface
scattering of the real paint and its appearance in the rendered images by
defining the novel model of light reflection under the paint surface. The
effects that are not described in modern painting techniques are the flip-flop
effect, when the color depends on the eye and light direction, the effect of
depth and sparkle effect noticeable in the metallic paints. The real coating
consists of pigments, effect pigments, clear lacquer and glaze. The novel and
unique combination of real parameters that are measured by the industry and
reflectance model using measurable parameters is required. Project started in 2006.
Template table
for measurements. Mental Ray car paint tutorial,
gallery.
Content Restructuring and Mapping to Auditory Channels
We design new mappings to present importance of content and navigation information to visually disabled users using auditory channels. The main focus of our research is on a novel control and display mechanism using 3D auditory channels on PDA. Our results can also help to restructure or project the content of Web pages for small screen displays. Such mappings can allow a user to follow the Web content projected to 3D auditory channels while performing other actions. Project started in 2006.
Simulating of Optical Effects on Japanese Lacquer Ware
This project is an extension of a Living Stomach projects but using much complicated object movements, a human digestive system. The convolution surfaces are defined around the skeletons thus defining the topology and geometry. The short paper was shown at EUROGRAPHICS 2002. See the effects images here. Project started in 2001.
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2001 - 2006 Projects |
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High Quality Animation Rendering
In
rendering of high quality animations that include global illumination, the
final gathering and irradiance caching are considered standard procedures.
However, the computational cost they incur is high enough to discourage their
wide use in production rendering. We introduce a data structure called anchor,
which lets us permanently link cache locations to points intersected by their
final gathering rays. Presented on EUROGRAPHICS 2005. Animations and full paper are also
included.
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1996 - 2001 Projects |
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Physical animation of soup bubbles and physical simulation of light
The interaction between soup bubbles and the environment is studied. Problems involved are the optimum space subdivision of multiple bubbles simulated by physical model and applied forces, air flow interaction, crack of a bubble and its destruction. Real visualization is supported by the light interference on the bubble surface implemented as an extension to the known POVray raytracing program. Project started in 2000. Presented on EUROGRAPHICS 2001.
Growth animation a human embryo digestive system
This project is an extension of a Living Stomach projects but using much complicated object movements, a human digestive system. The convolution surfaces are defined around the skeletons thus defining the topology and geometry. Project finished in 2002.
Growth animation a human embryo brain using convolution surfaces
This project is an extension of a Living Stomach projects but using much complicated object, a human brain. The convolution surfaces are defined around the skeletons thus defining the topology and geometry. After successful model definitions we should be able to simulate the growth and not just a simple morphing between brain models. Currently, we are searching for a better idea as the L-system was. We need easier but realistic control of the growth. Project started in 2001.
We have showed that the formal languages such as parametric differential L-systems can be used in growth simulations of organs. The stomach undergoes the rapid changes that were approximated with a global geometric transformation. The paper and animation was shown at EUROGRAPHICS 1998. Project finished in 1998.
3D reconstruction of a mouse embryo from serial microscopic sections was handled semi-automatically by using a snake in segmentation of images. The animation demonstrating the power of proposed snake model was shown in SIGGPRAPH 1996. Here is a gallery of stereo images. The project finished in 1997.
Molecular Dynamics Simulation and Visualization
The purpose of this project is to do the synthesis and analysis of molecular dynamics occurring during the crystallization of Si. The atom movements and their bondage will be shown in virtual reality environment. The visualization problem here is the real time rendering of spheres and cylinders, see images. Project finished in 2000.
3D Morphing of multiple shapes represented as Coon's bodies
Coon bodies can define lines, surfaces and volumes of complicated topologies, not necessarily having smooth or even continuous boundary. A new methodology defining the smooth transition between two and multiple Coon's bodies is proposed. We will test the proposed theory on the synthetic and real data of human embryo brain. Project finished in 2001.
c Roman Durikovic 2006