Team Bunraku

Members
Overall Objectives
Scientific Foundations
Application Domains
Software
New Results
Contracts and Grants with Industry
Other Grants and Activities
Dissemination
Bibliography

Section: Other Grants and Activities

Associate Teams

BIRD

Participants : Stéphane Donikian, Julien Pettré, Franck Multon, Yijang Zhang, Georges Dumont.

Our team works in collaboration with the CAD&CG State Key lab at the Zhejiang University in China on two topics. Both have a common objective: enabling interactions between virtual and real humans. The first topic deals with the real-time animation of virtual humans in interaction with real humans. The problem is then to measure real humans' motions, interpret them, and make a virtual human react and move accordingly. The second topic deals with augmented reality. Our objective is to build a mixed-reality world shared by both real and virtual humans. The foreseen application is to enable navigation of real humans among a real environment populated by virtual walkers. A joint-PhD, Yijang Zhang, between our two teams started working on this latter topic at the beginning of the year.

RTR2A

Participants : Kadi Bouatouch [ contact ] , Jonathan Brouillat, Christian Bouville.

We have a collaboration with the graphics labs of UCL (University of Central Florida, Orlando, US) and UTAH (The university of Utah, Salt Lake City, US) in the framework of the INRIA Associate Team RTR2A (see the following URL: http://www.irisa.fr/prive/kadi/SiteEquipeAssociee/Site_RTR2A/index-english.htm ). The targeted objective of this collaboration is real-time rendering and real-time global illumination computation for static and dynamic scenes. The first objective is real-time high fidelity rendering of dynamic scenes. Rendering complex scenes using a classical graphics pipeline (Z-buffering, Phong's shading model, multi-texturing, etc.) can be efficiently performed with commodity graphics cards. However, real-time rendering of scenes, for which global illumination is computed, still is a challenge for many researchers. Indeed, global illumination followed by a rendering step (that we call high fidelity rendering) is a demanding process in terms of computing and memory resources. The approach proposed in this collaboration has to intensively exploit the performances of the new graphics cards to meet the real-time constraint. The second objective is to extend our global illumination algorithms to volumetric data such as medical images and other semi-transparent objects. Light transport in such objects must account for: multiple scattering, attenuation effects, etc. Computing and rendering these effects amounts to solve the radiative transfer equation which is very time consuming. Realistic and fast approximations are needed. Two papers have been jointly published this year [28] , [13]


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