Industrial Seminars![]() ![]()
Industrial Seminar Chairs: Thomas Ertl (D), Bernd Kehrer (D)
Day: Wednesday, Sep 4 Time: 10:30-12:00 Room: CS H1 IS1: Computer Graphics for Games and Entertainment ApplicationsChair: Andreas KolbCross platform issues in the design of real time rendering architectures
This talk will reflect the experience the author made, when porting
a DirectX8 graphics engine of a shipping game to the PlayStation 2. The
talk starts with an analysis how graphics engines have been built in the
games community within the last years. It will elaborate how a graphics
engine should be structured to cope with a variety of platforms being as
different as a PC and a PlayStation 2. Structural aspects of the implementation
will be elaborated. The talk concludes with some review of experiences
made during the port and look into the future of platform independent aspects
of computer graphics in gaming technology.
Aspects and strategies for the use of VR, realtime 3D and interactive
graphics for Location Based Entertainment Applications
The use of real-time 3D and VR in the area of Location Based Entertainment
(LBE) is already an important constituent, whose importance has grown steadily
with the development of current content conceptions for many years.
However, the areas of application of realtime 3D, VR and interactive graphics
changed dramatically over the last years due to the technological development,
i.e. the enormous performance boost of the graphics hardware, but also
the convergence of hard- and software technologies for the VR-area and
the computer games market. In parallel user expectations have substantially
risen due to hardware requirements and features of state-of-the-art computer
games and constantly shorter product cycles. The presentation discusses
the consequences and challenges of these developments for LBE. Fundamental
considerations and recent case studies will reflect technical aspects of
hard- and software platforms, modular design and standardisation, database-support,
rendering technologies, use of programmable graphics-hardware, and future
applications. An integrated system design is discussed as well as
challenges of content adaptation for LBE, personalisation, networking and
collaborative environments.
Working with the Games Industry
The public perception of the computer games industry is sometimes still
of an adolescent creating a game in a bedroom, which becomes a best seller
and creates a millionaire overnight. Whilst this may have been true years
ago it no longer reflects the reality of a leading edge software development
business. Teams of developers and artists integrate the latest graphics,
simulation and network research into products, a substantial and still
growing games market is driving innovation in graphics hardware and development
tools. Having had an insight into both academic research and industry through
a number of hands-on projects, I will look at a number of industry issues
like online multiplayer gaming and cheating, digital distribution, mobile
games, applying game concepts for learning and training purposes and usability
testing.
Day: Wednesday, Sep 4 Time: 14:00-15:30 Room: CS H1 IS2: Chemistry and Life SciencesChair: Detlef KrömkerApplications of Image Analysis in Proteomics
2D gel electrophoresis (2DGE) is the most popular technology to monitor
protein expression in a massively parallel fashion. The technology itself
has been optimized over the past decades and became the gold standard in
protein profiling. The development of robotic platforms and improvements
in protein identification by mass spectrometry further accelerated
throughput, now rendering 2DE technology suitable on an industrial scale.
Nevertheless, spot detection, quantification and matching still remain
as bottlenecks when conducting large scale studies. To cope with biological
variation a large number of samples and gels are required to obtain reliable
and statistically significant results.
The Transparent Polymerization Reactor
The “Transparent Polymerisation Reactor” is the presentation of a reactor for polyethylene production. The system is based on a dynamic process model, describing the polymerisation process inside the reactor and a graphical 3D model as user interface. The interactive 3D model is shown in three phases: closed reactor, opened reactor, and the microscopic view of the polymer particles. The 3D model is connected to the process model, from the interactively changeable parameters such as influx or temperature, the development of the process is calculated and the product parameters like melting point or density of the reaction mixture are provided for the visualization. In this way the user can work interactively with this system to see in order to determine in which ways the product data can be influenced and regulated. The system is running on a projection table ("virtual table") or a laptop. By using CASUS Presenter, a VRML viewer developed by the INI-GraphicsNet, it is possible to present the 3D model on a virtual table in stereo view. Day: Thursday, Sep 5 Time: 14:00-15:30 Room: CS H2 IS3: Virtual and Augmented Reality in the Automotive IndustryChair: Thomas ErtlVR and AR - competitors to established CA technologies?
To achieve the global goals of cost reduction, time-to-market and increased
quality, modern design methods, computational algorithms and newly product
data systems play an important role. CA technology is therefore indispensible
in all areas of the product development process. To further optimize
the process chain we need additional innovative methods and technologies
to come closer to the ultimate vision - the first manufactured vehicle
will be the first sold. Virtual and Augmented Reality - although far away
from completeness and perfection - can help us to provide better solutions
in many areas regarding the global goals. The presentation will give
some typical examples of the state of the art in automotive industry applications
but also points to open requirements in hardware, software and interfaces,
hoping to encourage the audience and the professional suppliers of those
products to close the gaps.
Old Economy – New Tools: Interactive Graphics and Virtual Reality in
Automotive Engineering
Automotive engineering represents what is called Old Economy. Here,
the digital representation of an object is only a temporary enhancement
to the primary value chain, unlike in the media industry for instance,
where a digital object or a digital image can often be the final product.
This presentation starts with a brief introduction into the concept phase
of automotive engineering and outlines the need and the role of computer
graphics and interactive techniques. Issues that influence a profitable
implementation of CG and VR methods are identified. Demands for future
research are discussed and some examples are given.
Virtual Reality Process Changes at Ford
The presentation will out-line the recent development of Powerwall technology
at Ford Motor Company. Mr Johnson will explain the corporate rollout strategy
and give you a top-level view of the Design Execution process, how it was
and the process changes and business benefits made as a result of the introduction
of Virtual Reality. Ms Kolb will demonstrate through the current
Fiesta model B256 how this Design Execution process is supported in conjunction
with our software applications from Opticore. This will include a live
demonstration of the complete vehicle, exterior and interior, including
some of the advance features, which Ford is deploying - such as series
differential studies and kinematics. At the end of the presentation
Mr Johnson will give a view on the challenges and opportunities, which
Ford will face during the next 12 months. The final goal being to achieve
Powerwall collaboration between the different Corporate Design Centres.
Day: Thursday, Sep 5 Time: 10:30-12:00 Room: CS H2 IP: Beyond the Polygon Horizon: New Trends in Interactive RenderingModeration: Dr. Peter Zimmermann (Volkswagen AG)Panelists:
This panel brings together experts from the different fields to discuss the state of the art and future trends to see where interactive rendering is heading. A special focus is being put on the practical applicability in different industrial application areas by the moderator, who has a background in the production industry. |
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