ACM SRC Bronze Prize


ACM SRC Bronze Prize

Bronze Prize, ACM Student Research Competition, semi-finalist in SIGGRAPH 2014 Posters Undergraduate section.

白井研究室所属の4年生,鈴木久貴さんが,カナダ・バンクーバーで開催される世界最大のコンピュータグラフィックスの国際会議「ACM SIGGRAPH 2014 Vancouver」において,学生研究コンテスト(ACM Student Research Competition)に挑戦中,2014年8月8日現在,世界Top25に選出され,その後,8月14日に学部部門セミファイナリストに選出(世界Top3),8月15日に開催された最終プレゼンにおいて,世界3位となる銅賞を受賞しました.

発表は「ExPixel: PixelShader for multiplex-image hiding in consumer 3D flat panels」,ExPixelにおけるリアルタイムシェーダーと応用に関するものです.





ACM SRCについてはこちら




現地時間2014/8/14 15:00 学部生部門セミファイナリスト(Top3)に選出されました!
8/14 14:00-15:30(日本時間 8/15 AM6:00-7:30)に最終プレゼンが実施されます.







Undergraduate section

3rd place
ExPixel: PixelShader for Multiplex Image Hiding on Consumer 3D Flat Panel
Hisataka Suzuki, Kanagawa Institute Of Technology
Image and Video Processing
This project contributes to current consumer 3D display technology. ExPixel is a PixelShader technique that enables display of multiplex-hidden images on a passive 3D flat panel. It generates hidden images on line-by-line polarized displas in real time. The result is applicable on Unity 3D.

2nd place

From Pain to Happiness: Interpolating Meaningful Gait Patterns
Or Avrahamy, Hebrew University of Jerusalem
Animation Systems and Techniques
Real-time generation of a range of walking patterns from a small number of “seed” gaits enables virtual worlds that are more immersive, more responsive, and less repetitive, while at the same time saving animator time.
Invited to the First Round of the Student Research Competition

1st place

PDSS: Pre-Integrated Deferred Subsurface Scattering
Xi Chen, University of New South Wales
Pre-Integrated Deferred Subsurface Scattering is a technique that transfers pre-integrated scattering methods to screen space. Curvature is calculated using a novel method in world space to avoid artifacts present in existing approaches. The curvature may also be reused for dynamic ambient occlusion.

Graduate student section

3rd place
Context-Aware Material-Selective Rendering for Mobile Graphics Rendering
George Koulieris, Technical University Of Crete
Modern materials and effects that are considered standard in high-end desktop computers do not scale well in portable devices. This perceptually optimized renderer takes into account the scene schema, singletons, and canonical form hypotheses to save computational time by removing perceptually unimportant details.

2nd place
3D Dynamic Visualization of Swallowing From Multi-Slice Computed Tomography
Andrew Ho, The University of British Columbia
A dynamic 3D model of human swallowing was created from multi-slice CT images (3D + time) by using Blender for geometry creation and Smoothed Particle Hydrodynamics for fluid simulation.
Invited to the First Round of the Student Research Competition

1st place
PolyMerge: a fast finite-element-based approach for hex-dominant mesh generation
C. Antonio Sanchez, The University Of British Columbia
Geometry and Modeling
A new approach for generating hex-dominant volumetric meshes for arbitrary shapes that is much faster than the current state of the art. The algorithm constructs models with over 100k elements, composed of more than 80% hexahedra by volume, in less than a minute.