In the context of computer-aided design, computer graphics and geometry processing, the idea of generative modeling is to allow the generation of highly complex objects based on a set of formal construction rules. Using these construction rules, a shape is described by a sequence of processing steps, rather than just by the result of all applied operations: shape design becomes rule design. Due to its very general nature, this approach can be applied to any domain and to any shape representation that provides a set of generating functions. The aim of this survey is to give an overview of the concepts and techniques of procedural and generative modeling, as well as their applications with a special focus on archeology and architecture.
With the rise of virtual reality experiences for applications in entertainment, industry, science and medicine, the evaluation of human motion in immersive environments is becoming more important. By analysing the motion of virtual reality users, design choices and training progress in the virtual environment can be understood and improved. Since the motion is captured in a virtual environment, performing the analysis in the same environment provides a valuable context and guidance for the analysis. We have created a visual analysis system that is designed for immersive visualisation and exploration of human motion data. By combining suitable data mining algorithms with immersive visualisation techniques, we facilitate the reasoning and understanding of the underlying motion. We apply and evaluate this novel approach on a relevant VR application domain to identify and interpret motion patterns in a meaningful way.
In this paper, we present an optimized 3D stereoscopic display based on parallax barriers for a driving simulator. The overall purpose of the simulator is to enable user studies in a reproducible environment under controlled conditions to test and evaluate advanced driver assistance systems. Our contribution and the focus of this article is a visualization based on parallax barriers with (I) a-priori optimized barrier patterns and (II) an iterative calibration algorithm to further reduce visualization errors introduced by production inaccuracies. The result is an optimized 3D stereoscopic display perfectly integrated into its environment such that a single user in the simulator environment sees a stereoscopic image without having to wear specialized eye-wear.
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