Scientific Program

Conference Series Ltd invites all the participants across the globe to attend 4th International Conference and Expo on Computer Graphics & Animation Berlin, Germany.

Day 1 :

Keynote Forum

Lars Linsen

Professor, Westfälische Wilhelms-Universität Münster, Germany

Keynote: Visual Analysis of Spatio-temporal Simulation Ensembles

Time : 10:00-10:35

Computer Graphics 2017 International Conference Keynote Speaker Lars Linsen photo
Biography:

Lars Linsen is a Full Professor (W3) of Computer Science at the Westfälische Wilhelms-Universität Münster, Germany, at the Institute of Computer Science. He is also an Adjunct Professor of Computational Science and Computer Science at the Department of Computer Science and Electrical Engineering of the Jacobs University, Bremen, Germany.  He received his academic degrees from the Universität Karlsruhe (TH), Germany, including a diploma (M.Sc.) in Computer Science in 1997 and a PhD in Computer Science in 2001. He spent three years as a post-doctoral researcher and lecturer at the Institute for Data Analysis and Visualization (IDAV) and the Department of Computer Science of the University of California, Davis, U.S.A. He joined the Department of Mathematics and Computer Science of the Ernst-Moritz-Arndt-Universität Greifswald, Germany, as an assistant professor in 2004. In 2006, he joined Jacobs University as an associate professor and became a full professor in 2012. In 2017, he moved to his current affiliation, the Westfälische Wilhelms-Universität Münster, Germany. His research interests are mainly in the areas of data visualization or interactive visual data analysis and include certain topics in computer graphics and geometric modelling.

Abstract:

Mathematical models are used for the description and the understanding of phenomena in all sciences. Numerical simulations support the validation of the models and data assimilation purposes. For computer animations, spatio-temporal simulations are used to derive the appearance of natural phenomena. These simulations often depend on a number of simulation parameters and initial configurations. The selection of these parameters and configurations is often not exactly known or their impact is part of the underlying research tasks. Therefore, multiple simulation runs with varying parameter settings or ensembles of simulations with varying configurations are executed. The analysis of such simulation ensembles is complex, especially when each simulation run represents a four-dimensional spatio-temporal phenomenon. The amount of data of a simulation ensemble often adds up to hundreds of Gigabytes or even Terabytes. The analysis of such complex data is no longer possible without the use of computers. On the other hand, such an analysis typically requires the expertise of a human. For animations, the designer would need to find the simulation run with the desired appearance. As visual representations are intuitive and can be processed efficiently by humans, it is a suitable approach to combine visual representations and interaction mechanisms with automatic analysis steps.
In this talk, I will present novel
visualization methods that allow for an interactive comparative analysis of such large and complex data stemming from spatio-temporal simulation ensembles.

Break:

Networking & Refreshment Break: 10:35-10:50 @ Foyer

Keynote Forum

Susan Johnston

Founder/Director, New Media Film Festival, USA

Keynote: The future of media

Time : 10:50-11:25

Computer Graphics 2017 International Conference Keynote Speaker Susan Johnston  photo
Biography:

Susan Johnston, known as a Media Futurist, is President of Select Services Films, Inc. an award winning production company which is also certified DBE, has a casting division and is Founder/Director of New Media Film Festival. As a kid, Susan was on the set of the 1st Great Gatsby where she met Robert Redford while her father was handling the antique cars. From there, she worked on every production she could garnering experience in every department of filmmaking. Her first film a 35mm color film noir short Room 32 which won two awards, received distribution and was requested by Spiderman 3 for their production team. Susan founded the critically acclaimed New Media Film Festival ® in 2009 to honor stories worth telling in the ever changing landscape of media, New Media. Legendary judges cull over the content for the annual festival in Los Angeles that offers screening, competition ($45k in awards) and distribution opportunities. Currently there are over 600 titles in their library. Johnston has a background in the traditional film and TV industry, but has also become known in recent years as a pioneering new media producer including Stan Lee’s Comikaze Expo panel for Independent Creators, Co-Producing Feature Film Dreams Awake & currently producing the Marvel Comic feature Prey: Origin of the Species. While the Industry was changing from standard def to HD Johnston produced the 1stseries for mobile, Mini-Bikers the 1st live stream talk show on HD with a Panasonic Varicam and tested the Panasonic DVX100 which led to some changes on the DVX100A and was on a committee to develop the SAG Internet contract with Pierre Debs of SAG. Currently a Professor Emeritus in New Media, on New Media steering committee for The Caucus, an advisory board member for SET Awards (Entertainment Industry Council), Board Member Computer & Animation Society and Miss America NY judge. In 2012 LinkedIn announced Susan Johnston was one of the top 10% profiles looked at out of 20MM. With over 80,000 on the monthly newsletter elist and over 2 million across social media, Susan Johnston has been touted as a Social Media expert and lent her expertise to Los Angeles Social Media Week, IFFS, Jackson Hole Science Conference, Moviola, A Brasov Romania conference & is proud to have spoken at such high level conferences as American Film Market, NAB & NATPE about new advancements in the social media/crowd funding space. In November 2016, Susan will keynote the 3rd Annual Computer & Animation Expo in Vegas. Winner of Best Women Owned Film & TV Production Company CA 2016. Prior to relocating to Los Angeles in 2000, Susan Johnston, a New England native, worked with the Providence & Rhode Island Film Commissions over 5 years to build the infrastructure used by the Farrelly brothers, as well as by director Michael Corrente, NBC's hit TV series Providence, and the New England Screenwriters Conference. She developed Context Media Studios International production capabilities as well as garnered funds before Senate Committee hearings and helped facilitate the 25% tax incentive for investors of films in Rhode Island.

Abstract:

Talk on: A case study will be shared about two different animation projects and their journey through option, development, packaging, producing, editing, and distribution. In addition, current animation trends, from Independent to Studio Level, hand drawn, digital, 3D 4K, 5D and all things in between and advancing.

Keynote Forum

Piotr Didyk

Saarland University, Germany

Keynote: Perceptually-driven inputs for new display devices

Time : 11:25-12:00

Computer Graphics 2017 International Conference Keynote Speaker Piotr Didyk photo
Biography:

Piotr Didyk is an independent research group leader at the Excellence Cluster for “Multimodal Computing and Interaction” at Saarland University where he is a head of “Perception, Display, and Fabrication Group”. Prior to this, he spent two years as a postdoctoral associate at Massachusetts Institute of Technology. In 2012, he obtained his PhD from the Max Planck Institute for Informatics and the Saarland University for his work on perceptual displays. He has published over 20 technical papers in top computer graphics journals, including 16 at Siggraph/Siggraph Asia. His research interests include novel display technologies and computational fabrication.

Abstract:

There has been a tremendous increase in quality and number of new display devices, such as stereo and automultiscopic screens or virtual and augmented reality headsets. Some of them have already entered the mass production and gained a lot of users’ attention; others will follow this trend promptly. Unfortunately, abilities of these emerging technologies outperform capabilities of methods and tools for creating content.

Existing displays have a number of limitations, which make it difficult to reproduce real-world appearance; discrete pixels are used to represent images, the output luminance range is smaller than in the real world, and only two dimensions are available to reproduce a three-dimensional scene. Furthermore, the efficiency of content creation techniques struggles to keep up with high-quality demands. On the other hand, the human visual system has many limitations, like those imposed by the density of photoreceptors, imperfections in the eye optics, or non-uniform sensitivity to spatial and depth details across the visual field. I argue that the current level of understanding of how new displays technologies influence user experience is insufficient to exploit their advantages fully.

 

In this talk, I will show that careful combinations of new hardware, computation, and models of human perception are crucial for providing best visual quality. Taking limitations of the human visual system into account and using perceptual effects enable designing methods which overcome the physical display limitations and enhance apparent image qualities. I will start my talk by showing a perceptually-driven optimization that improves the spatial resolution of displays beyond their physical capabilities. Next, I will discuss techniques for overcoming limitations of 3D displays, including content creation, adjustment, and hardware design. I will also talk about our recent work on foveated rendering. I will conclude by giving an overview of the perceptual-driven methodology and discussing other applications.

Break:

Group Photo 12:00-12:10

  • Computer Graphics | Computer Animation | Animation Industry | Modeling | Simulation | Game Design & Development | Gamification and Social Game Mechanics
Location: v. Hardenberg
Speaker

Chair

Ines A G Boaventura

Sao Paulo State University, Brazil

Session Introduction

Juan Carlos Torres

Granada University, Spain

Title: Adding semantic information to geometric models

Time : 12:10

Speaker
Biography:

Juan Carlos Torres is a Full Professor of Computer Graphics at the University of Granada, Spain. He is director of the Virtual Reality Laboratory at the University of Granada. He has been project leader of the “Cultural Heritage Information System” project developed with the Alhambra monument that has developed a 3D information system for cultural heritage that aim to add semantic information to the surface of 3D objects. He has participated in several digitizing projects of cultural heritage sites including the Alhambra Palace and the Roman city of Italica. He also is a member of the Eurographics association. He has been the chairman of the Esurographics Spanish Chapter and elected member Eurographics Executive Board. He has been co-chair of the Eurographics annual conference held in Granada, EUROGRAPHICS 2003, and chair of SIACG’04 held in Santiago de Compostela.

Abstract:

Both 3D software and hardware have matured. Nowadays it is possible to create precise 3D models of complex objects, edit them and print real objects from these 3D models.  But for many applications this is not enough. For instance, to manage 3D models of Cultural heritage artefacts we need also to associate non-geometric information linked to the model. For industrial applications this has been addressed using Building information modeling (BIM), that have evolved from Computer Aided Design.

Nevertheless BIM are not a good approach to link data to 3D meshes, as those created using laser scanner of structure from motion. Special methods have been proposed to associate data to the surface of 3D meshes. One successful approach is to apply the same techniques used by the Geographic Science community. The usefulness of GIS comes from the relation they implement between data and locations, which allows the user to perform spatial queries. In fact all the data is structured in a set of layers or maps, and every layer point has a known geographic coordinate. These ideas are also useful for any 3D model if we have data associated to its surface.

Speaker
Biography:

Ines Aparecida Gasparotto Boaventura graduated at Mathematics from Sao Paulo State University, UNESP, Brazil, master’s at Computer Science and Computational Mathematics and PhD at Electrical Engineering from University of Sao Paulo (USP). She has experience in Computer Science, focusing on Graphical Processing (Graphics), and acting on the following subjects: Biometrics, Image Processing, and Computer Vision. She is a full-time professor and head of the Department at Department of Computer Science and Statistics at UNESP, campus of Sao Jose do Rio Preto, Sao Paulo, Brazil. In 2011-2012 she was a visiting researcher at PRIP Laboratory –CSE –Michigan State University.

Abstract:

Face recognition technology is a hot topic of research in the field of image processing and computer vision. Face feature has very high reference value in the identification, because it is easy to collect the characteristics. Face recognition technology is widely applied in many system related to information and public safety. In this work it is presented a face recognition algorithm based on a new version of Multi-Scale Local Mapped Pattern Method.
The Local Binary Pattern (LBP) and its extended forms, such as Mean Local Mapped Pattern (LMP) and Multi-Scale Local Binary Pattern (MSLBP), were developed with the purpose of analyzing textures in images. Such methods compare histograms generated by micropatterns extracted from textures. A micropattern may be understood as a structure formed by pixels and its respective gray levels capable of describing or representing a spatial context of some feature found in the image, such as borders, corners, texture and even more complex and abstract patterns, like those found in a face image. In the MSLBP, a histogram is built in each scale with the values generated by image patterns smoothened by the Gaussian filtering. The LMP technique consists of smoothening the image gray levels from the mapping made through a pre-defined function. For each image pixel, the mapping of the region is made on the basis of a specific region of its neighbors.


In the face features description problem, the LMP technique presented excellent results in considering the average of the locally mapped patterns, whereas the MSLBP, working in several scales, also reached higher performance compared with the original LBP. Thus, in this work we propose a new technique combining the LMP method and a new version of the MSLBP method, herein referred to as MSLMP (Multi-Scale Mean Local Mapped Pattern). The proposal of this new approach is to extract micropatterns and to attenuate noisy actions often occurring in digital images.
Therefore, in this talk we will present some results of the method applied on face image of some well known face Database, such as ESSEX, JAFE and ORL. The experiments have been carried out so far suggest that the presented technique provides detections with higher performance than the results presented in the state-of-the-art research in the specialized scientific literature. For the mentioned databases, the results have reached 100% of accuracy, using 7 scales of the proposed method.

Petyo Budakov

New Bulgarian University, Bulgaria. DAAD Visiting Researcher

Title: 3D Rendered images and their application in the interior design

Time : 13:45-14:10

Speaker
Biography:

Petyo Vasilev Budakov graduated from the New Bulgarian University of Sofia, Bulgaria in December 2012 with PhD in Visual arts (3D in graphic design). He is a faculty in the Department “Cinema, advertising and show business”. As a chief assistant professor, most of his doctoral research has been devoted on the 3D Digital media, lighting and renders engines, brand identity development as well as designing and delivering effective presentations.

In 2016, he was awarded with a DAAD scholarship grant, and currently he is a visiting researcher in Germany. He is a co-founder of the online learning vocational training school – Adacademy®.

Abstract:

The main goal of this practice-led research is to make an in-depth investigation of the application of 3D in the interior design, focused on it is development and improvement over the time. It outlines the quality and productivity of the most commonly used 3D render engines. It illustrates the latest trends in area of graphic designs and interior design, as well as demonstrating various ways of applying 3D Studio Max as a powerful 3D software. However, this investigation is focused on the creation of photo-realistic 3D images and it explores their quality and level of realism. It makes a comparison between 3D screen captured renders and real photos of the same objects, without retouching. This research considers how colors, shapes, forms, lightings, shadows and cameras would be successfully recreated by using 3D Studio max. The author explains the main advantages of using 3D rendered images over the traditional photography.

Speaker
Biography:

William Hoff is currently with the DAQRI Austria Research Center in Vienna. Prior to that, he was an Associate Professor in Computer Science at the Colorado School of Mines. His research interests include computer vision and pattern recognition, with applications to augmented reality, robotics, and interactive systems.

Abstract:

Sports analysis is a useful application of technology, providing value to athletes, coaches, and sports fans by producing quantitative evaluation of performance. To address this field in the context of men’s gymnastics, a team at the Colorado School of Mines (Brian Reily, Hao Zhang, and William Hoff) has developed a system that utilizes a Microsoft Kinect 2 camera to automatically evaluate the performance of a gymnast on the pommel horse apparatus, specifically in regards to the consistency of the gymnast’s timing and body angle. The Kinect’s ability to determine the depth at each pixel provides information not available to typical sports analysis approaches based solely on RGB data. Our approach consists of a three stage pipeline that automatically identifies a depth of interest, localizes the gymnast, detects when the gymnast is performing a certain routine, and finally provides an analysis of that routine. We demonstrate that each stage of the pipeline produces effective results: our depth of interest approach identifies the gymnast 97.8% of the time and removes over 60% of extraneous data; our activity recognition approach is highly efficient and identifies ‘spinning’ by the gymnast with 93.8% accuracy; and our performance analysis method evaluates the gymnast’s timing with accuracy only limited by the frame rate of the Kinect. Additionally, we validate our system and the proposed methods with a real-world online application, used by actual gymnastics coaches and viewed as a highly effective training tool.

Jingtian Li

University of the Incarnate Word, USA

Title: Simplify anatomy for character modeling

Time : 14:35-15:00

Speaker
Biography:

Jingtian Li is an individual 3D Character Artist and Animator, he is also Assistant Professor of 3D Animation & Game Design (http://www.uiw3d.com) in the School of Media & Design at the University of the Incarnate Word in San Antonio. He also have been working in a variety of animation studios like Beijing Daysview Digital Image Co, Passion Picture NYC. He holds an MFA in Computer Animation form School of Visual Arts in New York City, and also a BFA of Digital Media from China Central Academy of Fine Arts.

Abstract:

Character modelling is one of the most popular field in the 3D animation and game industry, most of the students consider being a character artist as their career, but few students can really overcome all the difficulties of character creation process and really reach the professional level. Anatomy is one of difficult skill we have to help the students to master, this presentation introduces a way of using big shapes and planes instead of complex muscle and their names to help students understand anatomy on the big scale, and gradually move on into smaller shapes and planes, exploring ways of helping students to learn to observe and understand shapes of any unknown kind and recreate them in 3D, train their mind to simplity complex objects into easy and manageable primary shapes, help them to control detail rather than being overwhelmed, eventually, train their eye to quickly recognize the characteristic of any shape and able to easily recreate it in 3D with out struggles of trying to figure out what is wrong blindly.

Matthew Tovar

University of the Incarnate Word, USA

Title: Production planning workshop for 3D animation

Time : 15:00-13:25

Speaker
Biography:

Matthew Tovar is an Assisant Professor in the 3D Animation & Game Design department at the Univeristy of the Incarnate Word, USA. He worked and continues to work profesionally in the film and game industry with top studios such as Sony Computer Entertainment of America, Sony Pictures Imageworks, Infinity Ward, and Naughty Dog. His most notable recent projects include The Last of Us, Call of Duty: Infinte Warfare and Uncharted: The Lost Legacy.

Abstract:

The 3D Animation and Game Design program at the University of the Incarnate Word require students to produce complete 3D narrative animations or video games. Although students know this is coming, the specifics of how to plan the production, and make the specific design and story decisions that provide a successful piece seems to come as a surprise when students are actually in the class. We have, therefore, implemented a one credit planning course: Senior Thesis Workshop in which students produce no digital assets, but propose multiple projects with various teams and work them up to a pitch state. Then, still within this course, the students do initial concept design and planning work in preparation for the upcoming production cycle.

In this presentation, we will show the course structure of the workshop, and the results created there. We will share lessons learned in the process and how it has strengthened the output of the production courses.

Break:

Networking & Refreshment Break: 15:25-15:40 @ Foyer

Kariem Saleh

Rise Visual Effects Berlin, Germany

Title: Bringing handcrafted elements into computer animated movies

Time : 15:40-16:05

Speaker
Biography:

Kariem Saleh is a german filmmaker and 3D-animator. He studied at USC School of Cinematic Arts as well as Filmacademy Baden-Württemberg, where he graduated in 2015. He currently works for Rise Visual Effects in Berlin and won the “Best in Show” Award of SIGGRAPH’s Electronic Theater in 2017. He explores new methods in virtual filmmaking, combining VR, motion capture and photogrammetry approaches.

Abstract:

Today computer graphics are able to produce imagery in any artistic style desired. We have tools that enable artists to achieve cartoonish as well as hyper-realistic renderings alike. Most of these tools require the artist to sit in front of a desktop workstation and do nothing more than moving the mouse or the stylus while pressing a couple of different buttons on the keyboard. After millions of years the process of creating images and performances results in no more dirt, no more sweat, and a lot less fun. Therefore results tend to come out perfectly polished and slick. Somehow modern movies have a strangely bewildering quality to them and appear much more inhuman than the good old model plane on a wire or the giant guy in a rubber suit, destroying a model city scape. There seams to be the old-school low tech side of the spectrum as well as the high-tech end of the spectrum. Both areas still exist in modern pop culture. But the high-tech end receives much more exposure and attention. I believe that the most interesting and beautiful impulses come from the space between the two ends of this spectrum. Therefore I spent most of my time in film school, working on projects that celebrate my love for handcrafted arts, while also pushing the boundaries of high-end 3D animation and filmmaking.

In this talk, I will go over some of the different approaches we took to bring handmade miniature sets into a 3D world. Or to use glove-puppetry to enhance our animated character performances. Bringing the heart and soul back into computer graphics while still pushing technology forward is the main goal for me in virtual filmmaking and storytelling.

Chieh-Ju Huang

Chienkuo Technology University, Taiwan

Title: The sound of geothermal: animation and board game design

Time : 16:06-16:30

Speaker
Biography:

Chieh-Ju Huang is Lecturer in Design, Department of Commercial Design at Chienkuo Technology University, Taiwan. She worked professionally with Service Design, Design Thinking, User Experience, and Educational Board Game Design. Now she is PhD Candidate in Doctoral Program in Design, College of Design, National Taipei University of Technology.

Abstract:

Using Chinese traditional story character “the god of fire” to design an animation describes the knowledge and mechanism of Geothermal power generation. The animation also show how people people can collaborate togeather to use renewable energy to solve the problem of community electricity shortage and the crisis of energy overuse. Beside the theory of Geothermal, the story teller will explain the development, operation and function from the energy of Geothermal. 

In addition, a board game is designed from “Design Thinking” and “POEMS” design tools.  When designing this board game, design thinking workshop was propused for investigating how and why the board game would be played. POEMS design tools support to the game rules from: People (users in this game), Objects (the objects in this game), Environment (the content and environment in this game), Messages (the knowledge from this game), and Service (the service and activities in this game).  It is for multiple players, and the cards contains path cards and tool cards for interacting with others. The board game based on the rules derived from the application of green energy. The players will learn how the Hydraulic, Wind power, Fire power, Nuclear power, and Geothermal energy work by playing this board game.

In a comprehensive way, this animation and board game for educational and energy usages are teaching the users about the knowledge of  power generation and environment protection.

Break:

Panel Discission