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                | Keynote 
                  Lecture 1 
 Realistic 3D Simulation of Garments
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                |  | Prof. André 
                  Gagalowicz INRIA Rocquencourt
 France
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                | Brief 
                    Bio: Prof. Andre Gagalowicz is a research director at INRIA, FRANCE. 
                    He was the creator of the first laboratory involved in image 
                    analysis/synthesis collaboration techniques in 1984. He graduated 
                    from Ecole Superieure d'Electricite in 1971 (engineer in Electrical 
                    Engineering), obtained his PHD in Automatic Control from the 
                    University of Paris XI, Orsay, in 1973, and his state doctorate 
                    in Mathematics (doctorat d'Etat es Sciences) from the University 
                    of Paris VI (1983). He is fluent in english, german, russian 
                    and polish and got a bachelor degree in chinese from the University 
                    of Paris IX, INALOCO in 1983. His research interests are in 
                    3D approaches for computer vision, computer graphics, and 
                    their cooperation and also in digital image processing and 
                    pattern recognition. He received the prizes of the best scientific 
                    communication and the best technical slide at the Eurographics'85 
                    conference. He was awarded the second prize of the Seymour 
                    Cray competition in 1991 and one of his papers was selected 
                    by Computers and Graphics journal as one of the three best 
                    publications of this journal over the last ten years. He took 
                    part to the redaction of eight books and wrote around two 
                    hundreds publications. He was the founder and the last chairman 
                    of the MIRAGES international conference. The last version 24/02/09lace at INRIA, FRANCE between 
                    the 3rd and 5th of March 2005. This conference is exclusively 
                    dedicated to computer vision/computer graphics collaboration 
                    techniques.
 
 
 Abstract:
 The target of the presented work is to allow a future client 
                    to buy a garment directly by INTERNET. He/she will have the 
                    possibility to choose the garment, its material and to see 
                    himself/herself in 3D, wearing the garment he/she will have 
                    not yet bought on a simple PC screen.
 
 The presentation will be restricted to the case of Warp/Weft 
                    materials.
 
 Our target is to produce realistic 3D simulations; it is a 
                    necessary condition for their commercial use. Garments have 
                    to correspond exactly to the style that a future client will 
                    have chosen and the rendering of textile material, which is 
                    strongly influenced by its mechanical property, has to be 
                    realistic as well.
 
 We will first concentrate on the mechanical properties of 
                    warp/weft materials and describe Kawabata's results on the 
                    characterization of such textile. Kawabata's results are summarized 
                    by his famous K.E. S that will also be discussed. The most 
                    important outcome of his work is that he proved that textile 
                    material has a non linear hysteretic behaviour. It is fundamental 
                    to incorporate those properties to a realistic material model.
 
 We will first describe the overall technique used to produce 
                    a 3D mannequin wearing a specific garment constructed from 
                    a set of 2D patterns of the type of the 2D patterns employed 
                    to create the real garments.
 
 We will then describe the mass/spring model used to model 
                    realistically the mechanical behaviour of textile and how 
                    it is mapped on each 2D pattern.
 
 We will then discuss a technique allowing the automatic prepositioning 
                    of the 2D patterns around the body and how these 2D patterns 
                    are sewed.
 
 We will finally present the procedure used to animate the 
                    global mass/spring system in order to produce the garment 
                    evolution around the body. The results of the validation of 
                    our choice of non linear mass spring system will be shown.
 
 Some details will be given regarding collision detection and 
                    the response of the system in case of collision as well as 
                    regarding our technique implementation. In conclusion, we 
                    will discuss the remaining problems and our envisioned extensions.
 
 Some videos showing various garment simulations on a numerical 
                    mannequin of a real person (obtained by a 3D scanner) will 
                    close the presentation.
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                | Keynote 
                  Lecture 2 
 The Influence of Rendering Styles on Participant Responses in 
                  Immersive
 Virtual Environments
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                |  | Prof. Mel Slater Universitat Politècnica de Catalunya
 Spain
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                | Brief 
                    Bio: Mel Slater became Professor of Virtual Environments at University 
                    College London in 1997. Before that he was at Queen Mary, 
                    University of London, Head of Department of Computer Science 
                    from 1993-95. His research includes both computer graphics 
                    and virtual environments. He has been involved in many funded 
                    projects over the past decade, and obtained funding for the 
                    UCL 'Cave' system (£900,000) and further support for this 
                    more recently (£350,000). Since 1989 seventeen of his PhD 
                    students have obtained their PhDs, and he is currently supervising 
                    ten students. He is co-Editor-in-Chief of Presence: Teleoperators 
                    and Virtual Environments and was co-Programme Chair of the 
                    Eurographics Conference 2004, and has been on the SIGGRAPH 
                    papers panel 4 times since 1999. He was an Engineering and 
                    Physical Sciences Senior Research Fellow from October 1999 
                    for five years working on the Virtual Light Field approach 
                    to computer graphics rendering. His book 'Computer Graphics 
                    and Virtual Environments: From Realism to Real-Time' with 
                    co-authors A. Steed and Y. Chrysanthou, was published in 2001. 
                    He led a European consortium (PRESENCIA) funded under the 
                    European FET Presence Research initiative from 2002 to 2005, 
                    and leads a follow-on European Integrated Project PRESENCCIA 
                    from January 2006 for 4 years. He was awarded a higher doctorate 
                    from London University (DSc, Computer Science) in September 
                    2002, for his work on 'Presence in Virtual Environments'. 
                    He has been awarded the IEEE 2005 Virtual Reality Career Award 
                    'In Recognition of Pioneering Achievements in Theory and Applications 
                    of Virtual Reality'. During 2005 he was a visiting scientist 
                    at the Instituto de Neurociencias de Alicante, Universidad 
                    Miguel Hernandez-CSIC. From January 2006 is an ICREA Professor 
                    at the Universitat Politècnica de Catalunya.
 
 
 Abstract:
 What influence does rendering style have on the responses 
                    of participants in immersive virtual environments? In this 
                    talk we will consider the extent of presence of participants 
                    in an immersive virtual environment when they experience rendered 
                    with real-time ray tracing compared with standard OpenGL style 
                    rendering. An experiment will be described in detail, and 
                    the results presented. The question of the impact of visual 
                    realism on presence is an open one to date, and this experiment 
                    provides further evidence in this debate.
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                | Keynote 
                  Lecture 3 
 Recognition of Human Activity and Object Interactions
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                |  | Prof. Jake K. Aggarwal The University of Texas at Austin
 U.S.A.
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                | Brief 
                    Bio: J.K. Aggarwal has served on the faculty of The University of Texas at Austin College of Engineering in the Department of Electrical and Computer Engineering since 1964. He is currently one of the Cullen Professors of Electrical and Computer Engineering.
 Professor Aggarwal earned his B.Sc. from University of Bombay, India in 1957, B. Eng. from University of Liverpool, Liverpool, England, 1960, M.S. and Ph.D. from University of Illinois, Urbana, Illinois, in 1961 and 1964 respectively.
 His research interests include image processing, computer vision and pattern recognition. The current focus of research is on the automatic recognition of human activity and interactions in video sequences, and on the use of perceptual grouping for the automatic recognition and retrieval of images and videos from databases.
 A fellow of IEEE (1976) and IAPR (1998), Professor Aggarwal received the Best Paper Award of the Pattern Recognition Society in 1975, the Senior Research Award of the American Society of Engineering Education in 1992 and the IEEE Computer Society Technical Achievement Award in 1996. He is the recipient of the 2004 K. S. Fu Prize of the IAPR and the 2005 Leon K. Kirchmayer Graduate Teaching Award of the IEEE. He is the author or editor of 7 books and 52 book chapters, author of over 200 journal papers, as well as numerous proceeding papers and technical reports.
 He has served as the Chairman of the IEEE Computer Society Technical Committee on Pattern Analysis and Machine Intelligence (1987-1989), Director of the NATO Advanced Research Workshop on Multisensor Fusion for Computer Vision, Grenoble, France (1989), Chairman of the IEEE Computer Society Conference on Computer Vision and Pattern Recognition (1993), and the President of the International Association for Pattern Recognition (1992-1994). He is a life fellow of IEEE and Golden Core Member of IEEE Computer Society.
 
 
 Abstract:
 The development of computer vision systems able to detect humans and to recognize their activities is a broad effort with applications in areas including virtual reality, smart monitoring and surveillance systems, motion analysis in sports, medicine and choreography, and vision-based user interfaces, etc. The understanding of human activity is a diverse and complex subject that includes tracking and modeling human activity, and representing video events at the semantic level. Its scope ranges from understanding the actions of an isolated person to understanding the actions and interactions of a crowd, or the interaction of objects like pieces of luggage or cars with persons.
 At The University of Texas at Austin, we are pursuing a number of projects on human motion. Professor Aggarwal will present his research on modeling and recognition of human actions and interactions, and human and object interactions. The work includes the study of interactions at the gross level as well as at the detailed level. The two levels present different problems in terms of observation and analysis. At the gross level we model persons as blobs, and at the detailed level we conceptualize human actions in terms of an operational triplet 'agent-motion-target' similar to 'verb argument structure' in linguistics. We consider atomic actions, composite actions and interactions, and continued and recursive activities.  In addition, we consider the interactions between a person and an object including climbing a fence. The issues considered in these problems will illustrate the richness and the difficulty associated with understanding human motion. Application of the above research to monitoring and surveillance will be discussed together with actual examples.
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                | Keynote 
                  Lecture 4 
 High Dynamic Range Imaging and Display
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                |  | Prof. Wolfgang Heidrich University of British Columbia
 Canada
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                | Brief 
                    Bio: Wolfgang Heidrich is an Associate Professor in Computer Science at the
University of British Columbia. He received a PhD in Computer Science
from the University of Erlangen in 1999, and then worked as a Research
Associate at the Computer Graphics Group of the Max-Planck-Institute
for Computer Science in Saarbrucken, Germany, before joining UBC in
2000. Heidrich's research interests lie at the intersection of
computer graphics, computer vision, imaging, and optics. In
particular, he has worked on High Dynamic Range imaging and display,
image-based modeling, measuring, and rendering, geometry acquisition,
GPU-based rendering, and global illumination. Heidrich has written
over 80 refereed publications on these subjects and has served on
numerous program committees. He was the program co-chair for Graphics
Hardware 2002, and Graphics Interface 2004, and the Eurographics
Symposium on Rendering, 2006.
 
 
 Abstract:
 The human visual system's ability to process wide ranges of intensities
by far exceeds the capabilities of current imaging systems. Both cameras
and displays are currently limited to a dynamic range (contrast) of
between 300:1 to 1,000:1, while the human visual system can process a
simultaneous dynamic range of 50,000:1 or more, and can adapt to a much
larger range.
 High-dynamic-range (HDR) imaging refers to the capture, processing, storage, and display of images with significantly improved contrast and brightness compared to the conventional imaging pipeline. This new HDR imaging pipeline is designed to match the power of the human visual system. HDR displays significantly improve the sense of realism and immersion when showing both real and synthetic HDR imagery. Likewise, HDR cameras are able to take images without saturation under difficult lighting situations. The additional information captured in both extremely bright and extremely dark regions is useful as an input for HDR displays, but also for machine vision applications.
 In this talk, I will summarize the results of a multi-disciplinary research effort to create the first true HDR display. This work is a collaboration of multiple departments at The University of British Columbia, and a spinoff company called Brightside Technologies. I will provide an overview of current research activities, with a focus on computational problems. The talk and Q&A period will be followed by a demo of Brightside's commercial HDR display.
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