CESCG
CESCG
  • 89
  • 84 047
CESCG ACADEMY 2024 Pozvánka (Slovak)
ℹ cescg.org/academy
🎫 cescg.org/tickets
Štvrtá CESCG ACADEMY ponúkne počas dvoch dní osem tutoriálov k najnovším technológiam z počítačovej grafiky, videnia, vizualizácie a vnorenej reality. Interaktívna výstava EXPO predstaví ich aplikácie v #gamedev a #industry.
Okrem toho sa môžeš tešíť na prednášky, VR festival a kopec závaby na Smolenickom zámku. Porozprávaj sa s výskumníkmi, profesionálmi a inovátormi z celej Európy. Staň sa členom našej komunity, spoznaj zaujímavých ľudí a nauč sa niečo nové.
CESCG ACADEMY
3 - 4 mája 2024
Smolenický zámok
cescg.org
Poďakovanie: Stano (kamera)
Komentár načítal syntetický hlas
PROGRAM
1:12 Najnovšie trendy vo vnorenej realite (PIA 9:00)
1:20 Praktický úvod do fotogrametrie (PIA 9:00)
1:34 EXPO (PIA 13:00)
1:40 Keynote: Rôzne pohľady na vizualizáciu dát (PIA 17:30)
1:50 Vedomostný kvíz & večera (PIA 18:30)
1:57 Programovanie GPU v CUDA (SOB 9:00)
2:03 Voronoiove diagramy a ich aplikácie (SOB 9:00)
2:12 Simulácia oblečenia pre počítačové hry (SOB 10:45)
2:20 Svet generatívnej umelej inteligencie (SOB 13:45)
2:32 Algoritmická hudba (SOB 13:45)
zhlédnutí: 57

Video

CESCG Academy 2024 Invitation
zhlédnutí 271Před 3 měsíci
ℹ cescg.org/academy 🎫 cescg.org/tickets The fourth CESCG Academy offers two days with 8 hands-on tutorials in computer graphics, vision, visualization and augmented reality and their applications in #gamedev and #industry. It features an interactive EXPO of innovations, scientific talks, a small VR festival and a lot of fun in the historic castle in Smolenice, Slovakia. Meet experts, innovators...
Comparing Interaction Methods in a VR Rock Climbing Simulation
zhlédnutí 202Před 3 měsíci
by Ajla Abdukić from Sarajevo School of Science and Technology supervised by Bojan Mijatović Abstract: In this research paper, we present an empirical analysis of interaction methods in virtual reality (VR) simulations of extreme sports, with a specific focus on a rock-climbing simulation developed in Unity. Leveraging the Meta Quest controllers, hand tracking technologies, and TactGloves by bH...
Self supervised Learning of Spatial Object Positioning in Football
zhlédnutí 75Před 3 měsíci
by Matúš Baran from Slovak Technical University supervised by Igor Jánoš Abstract: We introduce a pretext task for self-supervised learning of feature extraction on an unlabeled dataset of football images. The task is based on predicting the relative distance between two random crops from the same image, which requires the model to understand the spatial positioning of the objects and players i...
Students Fast Forward 2023
zhlédnutí 50Před 3 měsíci
A preview of all student research projects presented at CESCG'23. Most of the talks can be watched in full length in the Seminar'23 playlist czcams.com/play/PLTaGfx24fgh6B-k5KF9ECB4VtSqEjHp2W.html 0:17 AR Postcards as a Learning Tool in computer Graphics (Lejla Becirevic and Aya Ali Al Zayat, University of Sarajevo) 1:00 Improving the VR Experience in a Densely Populated Molecular Environment (...
(Privacy Preserving) Visual Localization | CESCG 2023 Keynote
zhlédnutí 52Před 3 měsíci
Visual localization is the problem of estimating the precise position and orientation from which a given image was taken. Solving the visual localization step is a fundamental component of technologies such as Augmented and Virtual Reality systems and autonomous robots such as self-driving cars. After an introduction to the visual localization problem, including an overview over different solut...
A Brief Introduction to Neural Radiance Fields | CESCG Academy 2023
zhlédnutí 2,6KPřed 5 měsíci
Neural Radiance Fields (NeRFs) represent the appearance and geometry of scene as an implicit function, stored in the weights of a neural network. They are trained from images with known camera intrinsics and extrinsics, without necessarily having any information about the 3D structure of the scene (although having information about the 3D structure of the scene can help during training). NeRFs ...
Scatterplot Visualization of Hierarchically Clustered Data Points | CESCG 2023 Seminar
zhlédnutí 38Před 6 měsíci
The focus of this paper is real-time visualization of and interaction with scatterplots with hundreds of thousands of data points, where the points are organized into a hierarchy of clusters. We present a technique that automatically selects a color palette for the clusters of the selected level. The level of the cluster hierarchy and the color palette are dynamically adjusted by zooming the sc...
Foveated RTX Ray Tracing in Virtual Reality | CESCG 2023 Seminar
zhlédnutí 180Před 6 měsíci
We present a foveated ray tracing method for enhancing the viewing experience of virtual reality environments featuring dense molecular structures. Achieving immersion in virtual reality requires both high-resolution and high frame-rate rendering combined with the ability to generate realistic images. Our approach combines the power of the Nvidia RTX framework with a dynamic rendering rate that...
Interactive Visual Analysis of Anomalies in Simulations of Energy Flow | CESCG 2023 Seminar
zhlédnutí 27Před 6 měsíci
At a time when the demand for alternatives to gas and oil is steadily increasing, the automotive industry faces the challenge of designing vehicle systems, which are as efficient as possible. Vehicle system simulation is used for concept analysis, subsystem design, and virtual component integration. The high-level simulation model accurately depicts the energy flow between different vehicle par...
Distributed Surface Reconstruction | CESCG 2023 Seminar
zhlédnutí 99Před 6 měsíci
As 3D scanning technology is advancing, both quality and quantity of available point cloud data is increasing. Many applications require the reconstruction of the surface of a scanned object as a 3D model. As scans become exceedingly detailed, point clouds become larger and surface reconstruction more computationally challenging. A fast and scalable solution for the reconstruction problem is ne...
DATATOPIA - The World of Unlimited Industrial Data and Exploration | CESCG 2023 Posters
zhlédnutí 61Před 6 měsíci
Research applications of deep learning are plentiful and often supported by a plethora of open-source datasets. It has been broadly accepted as the next step in industrial use cases like fault detection and diagnosis. Industrial applications often impose high confidentiality on their production line sensor data. So while data might be theoretically largely available, access to it is not. Thus i...
Controlling 2D Laplacian Eigenfluids | CESCG 2023 Seminar
zhlédnutí 198Před 7 měsíci
Understanding and modeling our environment is a great and important challenge, spanning many disciplines from weather and climate forecast through vehicle design to computer graphics. Physical systems are usually described by Partial Differential Equations (PDEs), which we can approximate using established numerical techniques. Next to predicting outcomes, planning interactions to control physi...
Translucent Material Parameter Estimation | CESCG 2023 Seminar
zhlédnutí 84Před 7 měsíci
We present a workflow for optical material parameter estimation based on real-world images, numerical optimization, and differentiable rendering (using Mitsuba 3). We primarily focus on translucent materials and demonstrate our approach both for synthetic and real-world data. Specifically, we estimate parameters for two well-known material models: either a Principled BSDF (a surface model based...
Real-time Rendering of Atmosphere and Clouds in Vulkan | CESCG 2023 Seminar
zhlédnutí 240Před 7 měsíci
Source-code: github.com/MatejSakmary/atmosphere-bac This work presents a Vulkan-based implementation rendering volumetric clouds and atmosphere. We combine previously published solutions to produce a single unified look. We use Raymarching as the main method to render both the atmosphere and clouds. Furthermore, we use multiple precomputed look-up tables (LUTs) proposed by Hillaire to speed up ...
Hogra: A Homebrew Graphics Engine | CESCG 2023 Posters
zhlédnutí 2,3KPřed 7 měsíci
Hogra: A Homebrew Graphics Engine | CESCG 2023 Posters
Segmentation of Whole-Slide Images with Context-Aware Vision Transformers | CESCG 2023 Seminar
zhlédnutí 55Před 7 měsíci
Segmentation of Whole-Slide Images with Context-Aware Vision Transformers | CESCG 2023 Seminar
Weakly Supervised Semantic Cell Segmentation Using Knowledge Distillation | CESCG 2023 Seminar
zhlédnutí 62Před 7 měsíci
Weakly Supervised Semantic Cell Segmentation Using Knowledge Distillation | CESCG 2023 Seminar
Registration and Segmentation of Double Stained Histological Images | CESCG 2023 Posters
zhlédnutí 49Před 7 měsíci
Registration and Segmentation of Double Stained Histological Images | CESCG 2023 Posters
GrowCut under StudierFenster | CESCG 2023 Seminar
zhlédnutí 101Před 7 měsíci
GrowCut under StudierFenster | CESCG 2023 Seminar
AR Postcards as a Learning Tool in Computer Graphics | CESCG 2023 Seminar
zhlédnutí 113Před 7 měsíci
AR Postcards as a Learning Tool in Computer Graphics | CESCG 2023 Seminar
3D Terrain Maps: Rendering and Visualisation Techniques | CESCG 2023 Academy
zhlédnutí 133Před 8 měsíci
3D Terrain Maps: Rendering and Visualisation Techniques | CESCG 2023 Academy
Making Music with Math | CESCG 2023 Academy
zhlédnutí 93Před 9 měsíci
Making Music with Math | CESCG 2023 Academy
Translucent Material Parameter Estimation
zhlédnutí 100Před rokem
Translucent Material Parameter Estimation
GrowCut under StudierFenster
zhlédnutí 226Před rokem
GrowCut under StudierFenster
Students Fast Forward 2022
zhlédnutí 173Před 2 lety
Students Fast Forward 2022
Improving Probes in Dynamic Diffuse Global Illumination
zhlédnutí 856Před 2 lety
Improving Probes in Dynamic Diffuse Global Illumination
Advection Driven Shrink Wrapping of Triangulated Surfaces
zhlédnutí 101Před 2 lety
Advection Driven Shrink Wrapping of Triangulated Surfaces
Students Fast Forward 2021
zhlédnutí 247Před 3 lety
Students Fast Forward 2021
Students Fast Forward 2020
zhlédnutí 421Před 4 lety
Students Fast Forward 2020

Komentáře

  • @ghastdude589
    @ghastdude589 Před 18 dny

    That water looks so yummy

  • @sethkutch
    @sethkutch Před 5 měsíci

    'PromoSM'

  • @bunnypeople
    @bunnypeople Před 5 měsíci

    Yeah, I think I'm watching an hour+ talk about NeRFs. 😎

  • @Deniil2000
    @Deniil2000 Před 5 měsíci

    how is it going

  • @BegmanovAbilay
    @BegmanovAbilay Před 5 měsíci

    You need work at pixar❤❤❤❤

  • @uzoochogu
    @uzoochogu Před 7 měsíci

    Brilliant work.

  • @pixelsymbols
    @pixelsymbols Před 7 měsíci

    Someone should make a compilation of all "Ehh" moments

    • @olvasztar5956
      @olvasztar5956 Před 7 měsíci

      Hungarians say "ehh" instead of "uhm"

    • @PeterIsza
      @PeterIsza Před 7 měsíci

      It's not "Ehh" it is ööö

    • @olvasztar5956
      @olvasztar5956 Před 7 měsíci

      haha igen@@PeterIsza

    • @pixelsymbols
      @pixelsymbols Před 7 měsíci

      @@PeterIsza sorry, i don't speak alien language

    • @PeterIsza
      @PeterIsza Před 7 měsíci

      @@pixelsymbols learn Hungarian in 20 minutes: czcams.com/video/ad4J21Pg7Bw/video.htmlsi=pASkzL2PcD6ESDrp

  • @zemlidrakona2915
    @zemlidrakona2915 Před rokem

    This looks cool, however I have to say after working on the same kind of thing, it's a whole different game, when you start adding things you need for a real playable world: Caves and overhangs, trees and other assets, rivers, collision, pathing etc.

    • @wabznasm9660
      @wabznasm9660 Před 7 měsíci

      Yeah I've seen this same demo from twenty failed projects over as many years.

  • @atomictraveller
    @atomictraveller Před rokem

    i know this demonstrative, but one thing i see so many entrants not doing is using ridged noise 1 - abs(2 - n - n) like on the smaller octaves of water here.

  • @shelikhann
    @shelikhann Před rokem

    Чувак, это мегакруто, хочу научиться так же, особенно, что планета получается огромной!

  • @doltBmB
    @doltBmB Před rokem

    this is a bad technique, you're going to get vertex swimming if the sample points move with the camera instead of being constant in world space, it's very telling that the camera is static

    • @florianmichelic6020
      @florianmichelic6020 Před rokem

      Hi doltBmB! This is described in the paper in section 3. We prevent morphing vertices by not updating the projection in each frame which results in popping vertices. With tessellation it is barely visible anymore. However, we later improved the projection technique by snapping the grid on the planets ground level to get rid of morphing and popping vertices. See our latest publication "Real-time Rendering of Procedural Planets at Arbitrary Altitudes".

  • @mxn5132
    @mxn5132 Před rokem

    All rockstars imo

  • @cockconsumer658
    @cockconsumer658 Před 2 lety

    will the mesh move awkwardly as you explore the planet?

    • @closingtheloop2593
      @closingtheloop2593 Před rokem

      Yes. If the vertices are not locked in place that will happen. However one could saturate the image with many vertices, and the effect would be deminished. What I do is move the grid in lockstep. I also expand the mesh in lockstep. But finally I juat moved dynamically creating a clipmap mesh. Not sure which is better, mine or this approach.

  • @-vanitas5229
    @-vanitas5229 Před 2 lety

    cool !

  • @amop2250
    @amop2250 Před 2 lety

    amazing

  • @zelkojmane2011
    @zelkojmane2011 Před 2 lety

    hi sorry to disturb you guy's i'm a pretty noob in unreal engine I've already done the planet with the water and atmosphere but i don't know how to make the volumetric cloud around the planet visible from the space it show me a glitched grey thing if you could help me i would be really thankful

  • @secretmystery8305
    @secretmystery8305 Před 3 lety

    really i want this project file plzzz. great job dude.

  • @secretmystery8305
    @secretmystery8305 Před 3 lety

    what the hell how he/she did this wow really love this project. i want to watch tutorial. can anyone plzzz give more info about this. thanks

  • @usualspace3247
    @usualspace3247 Před 3 lety

    Where would I go if I had questions about the contents of the paper?

  • @baronvonbeandip
    @baronvonbeandip Před 3 lety

    Please read the paper in the description before commenting.

  • @svens3722
    @svens3722 Před 3 lety

    in opposite to nasa videos, thhe clouds are moving here haha. greatk work.

    • @UrodCyka
      @UrodCyka Před rokem

      because clouds dont move that fast

    • @svens3722
      @svens3722 Před rokem

      @@UrodCyka no fast as like in this video, i know. but theyre literally standing in nasa feeds. just pick a point and mait 2min. you cant tell me clouds are don move in 2 minutes.

    • @UrodCyka
      @UrodCyka Před rokem

      @@svens3722 Were they cumulus clouds because clouds at high altitude work like that. not all clouds move at the same speed thats basic knowledge

    • @svens3722
      @svens3722 Před rokem

      @@UrodCyka you can name what ever cloud u know. clouds dont stand 5 minutes on the same spot. and where do i get that "basic" knowledge ? in school i guess, so it have to be true. pls stop eating shit from the goverment. free your mind.

  • @carma6406
    @carma6406 Před 3 lety

    This is mind boggling. I’m working on Procedural Generation for this very thing. How on earth (pun intended) did you do all this?

  • @idirbelaid2837
    @idirbelaid2837 Před 3 lety

    broh the waves !! and the clouds !! well done, fantastic work !!

  • @befana001
    @befana001 Před 3 lety

    👍 LIKE

  • @bellogoat
    @bellogoat Před 3 lety

    fluffy clouds

    • @baronvonbeandip
      @baronvonbeandip Před 3 lety

      I used to live in Arizona and the skies always had little fluffy clouds in em

  • @bimDe2024
    @bimDe2024 Před 3 lety

    at the beginning of this paper, the author mention real time rendering, but at middle in implementation section, mentioned off-line rendering. Confused!

    • @Tasaq313
      @Tasaq313 Před rokem

      This paper was introducing an algorithm that could run on a GPU in real time, the implementation itself was just a protoype. Note that this paper was written over 8 years ago when real time ray tracing was a great challenge. Today I think it should be very easy and simple to implement it with hardware ray tracing (for example with Vulkan and VK_KHR_ray_query extension). If you are still interested you can check out later papers, which have algorithms implemented on a GPU and running in real time (even in VR): Image Reconstruction from Spatially Non-Uniform Samples Foveated Ray Tracing for VR Headsets

  • @linovermac
    @linovermac Před 3 lety

    *_Please, source code github link_*

  • @isaacsena6337
    @isaacsena6337 Před 3 lety

    Where do you get the model of Area light tests

  • @thygrrr
    @thygrrr Před 3 lety

    That is an interesting technique for the terrain generation. I like... but it means you have to constantly update all the terrain. I think it's possible to do this spread across multiple frames, though. Alternatively in a vertex shader, but that would not allow for physics interactions.

    • @animationspace8550
      @animationspace8550 Před 3 lety

      Hey, you were on the space graphics forums (it's the greater game creator)

    • @adheesh2secondsago630
      @adheesh2secondsago630 Před 2 lety

      No! Collisions are very easy for such terrains. We only need to pass the physics body's vertex closest to the center(or probably do it for each vertex on physics body if it doesn't necessarily collide from single point) and pass its coordinates to the terrain generator function. If physics body lies closer to the center of planet than value returned by function, collision detected! Beware, avoid doing complex calculations else floating point values will show there magic.

  • @DxBALLxD
    @DxBALLxD Před 3 lety

    There is something about the clouds.. Shouldn't they kind of be a bit brighter with the sun behind them? Glow sort of? They seem so dense.

  • @nodros1
    @nodros1 Před 3 lety

    This is suuuuuper cool. Kerbal Space Program could learn a thing or two from you.

  • @FEEAR1000
    @FEEAR1000 Před 4 lety

    We just need a cool sci fi city/planet with flying cars. I'd so pay for that

    • @WoodysAR
      @WoodysAR Před 4 lety

      In VR? There is a FREE ONE, It is my favorite thing to relax, I go in the AIRCAR and fly around, go way above the city and look down, then zoom down to sreet level ad fly between building. If you buy an Oculus Rift S, there is a free game called: AIRCAR... There is an impanel screen you can place, that show your desktop, what I do, is put Netflix on my desktop, then in Aircar, I have a 10" tv tablet on my cockpit panel and can watch Star Trek or Friends Re-Runs while flying around making believe 'im a future cabby! www.oculus.com/experiences/rift/1204731822978255/ or search Aircar on CZcams… me-> CZcams.com/NextWorldVR I'm happy to help!

  • @SimberLayek
    @SimberLayek Před 4 lety

    This needs to be added to space engine

    • @users4007
      @users4007 Před 3 lety

      I’m pretty sure water reflection is planned and they are currently working on volumetric clouds which might be added next year

    • @SimberLayek
      @SimberLayek Před 3 lety

      @@users4007 the water in space engine looks so bad, honestly... But clouds would add a whole new perspective...

  • @Riuyilmistico
    @Riuyilmistico Před 4 lety

    That 4 seconds sound loop...

  • @kerbo2383
    @kerbo2383 Před 4 lety

    I wonder how many computers were in the botnet he had run this

    • @brock7682
      @brock7682 Před 3 lety

      there's a lot more info in the paper in the description, this was reak time on a GTX 1060 in OpenGL

  • @fengwang6954
    @fengwang6954 Před 4 lety

    awosome!

  • @katzen3314
    @katzen3314 Před 4 lety

    Hey, am I right in saying that the terrain vertices need to be recalculated every frame that the camera moves? I'd like to try something like this but I'm thinking that things could get "interesting" if I wanted to add some kind of physics collider. Also the volumetric clouds look amazing.

    • @TristanPopken
      @TristanPopken Před 2 lety

      They definitely do not need to be recalculated every frame. However, when using a quad tree for the terrain, you would need to recalculate some meshes.

  • @ammarfahmy906
    @ammarfahmy906 Před 4 lety

    Hi. nice video, the research paper that you have mentioned in the description is not working and couldn't found the paper. please provide me another link to the research paper. Thanks

    • @cescg7873
      @cescg7873 Před 4 lety

      Hi Ammarkhan! We are sorry to hear that. We just checked the link and it works fine within Europe. Maybe you can try finding it directly at Goolge using the following term: "Segmentation of Brain Tumors from Magnetic Resonance Images cescg pdf". At least here the paper appears as the top result. Otherwise, it could be that your region is somehow restricted to access the link, in that case you may use an endpoint in a different country for example with the help of Tor (standalone or within Brave browser) or using a VPN. Hope that helps.

    • @ammarfahmy906
      @ammarfahmy906 Před 4 lety

      @@cescg7873 Thank you .. I'll try

  • @PezzzasWork
    @PezzzasWork Před 4 lety

    Very very nice and awesome step by step explanations. Will try to implement something like this in my raytracer.

  • @mahbubaakter5873
    @mahbubaakter5873 Před 4 lety

    Line 97 it's show fid is undefined and this code is not run.How can solve this problem?please help

    • @cescg7873
      @cescg7873 Před 4 lety

      Dear Mahbuba, this is the channel of the scientific seminar where the student research has been published. We are not able to help you with questions about the source code, it's out of our reach. Please try ask the author via Github.

    • @emansamy4775
      @emansamy4775 Před 4 lety

      نفيذتيها؟

  • @roselereau6981
    @roselereau6981 Před 4 lety

    Hello - I got the zip file downloaded from GitHub... how the heck do I "run" the software??

    • @MortenBendiksen
      @MortenBendiksen Před 4 lety

      Hi. What you downloaded is the source code. You have to build it with a c++ compiler.

    • @tchoulekojudicael4477
      @tchoulekojudicael4477 Před 7 měsíci

      Greetings Please I did but when I qmake and make for example test.pro I have a error at the level of #include geometry/box.h ,it doesn’t exist please what should I do!?🙏🏻

  • @user-fv4rx1ku6k
    @user-fv4rx1ku6k Před 5 lety

    How to make this, using basic material shader or post processing

    • @cescg7873
      @cescg7873 Před 5 lety

      Hi Alexandr, please have a look at the paper (same name as this video) in the referenced library. In case of any questions please contact the authors listed in the header of the paper.

  • @kjtrwarhead
    @kjtrwarhead Před 5 lety

    can we use your plugins?

    • @cescg7873
      @cescg7873 Před 5 lety

      Hi KJTR! You have to ask the Florian directly, he is the author of the software. You will find his email contact in the paper listed in the referenced library (search for the title of this video).

  • @nickjones8570
    @nickjones8570 Před 5 lety

    Mafia 4 news and information and Wishlist 😊 please let me know 😊 please qustetin 😊😢

  • @nickjones8570
    @nickjones8570 Před 5 lety

    Mafia 4 realase date 2021 or 2022 maybe 2023 yes or no coming to ps5 ?

  • @nickjones8570
    @nickjones8570 Před 5 lety

    Mafia 4 need working hangar 13 please 😢

  • @nickjones8570
    @nickjones8570 Před 5 lety

    Mafia 4 please working hangar 13 🥺

  • @kameronbriggs235
    @kameronbriggs235 Před 5 lety

    Wicked

  • @raw_pc
    @raw_pc Před 5 lety

    Hello, great examples. I'm currently struggle with setting up my fluid. I'm aiming for slow motion yet dynamically looking. The problem is it jiggles and on the edges droplets travel long distances. How should I set up that 200x200 resolution ? Which parameter is responsible for "upresing"?

  • @allanrocha4647
    @allanrocha4647 Před 5 lety

    Beautiful work