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Dive into the research topics where Yiorgos Chrysanthou is active.

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Featured researches published by Yiorgos Chrysanthou.


IEEE Transactions on Visualization and Computer Graphics | 2003

A survey of visibility for walkthrough applications

Daniel Cohen-Or; Yiorgos Chrysanthou; Cláudio T. Silva

Visibility algorithms for walkthrough and related applications have grown into a significant area, spurred by the growth in the complexity of models and the need for highly interactive ways of navigating them. In this survey, we review the fundamental issues in visibility and conduct an overview of the visibility culling techniques developed in the last decade. The taxonomy we use distinguishes point-based methods from-region methods. Point-based methods are further subdivided into object and image-precision techniques, while from-region approaches can take advantage of the cell-and-portal structure of architectural environments or handle generic scenes.


Computer Graphics Forum | 2007

Crowds by Example

Alon Lerner; Yiorgos Chrysanthou; Dani Lischinski

We present an example‐based crowd simulation technique. Most crowd simulation techniques assume that the behavior exhibited by each person in the crowd can be defined by a restricted set of rules. This assumption limits the behavioral complexity of the simulated agents. By learning from real‐world examples, our autonomous agents display complex natural behaviors that are often missing in crowd simulations. Examples are created from tracked video segments of real pedestrian crowds. During a simulation, autonomous agents search for examples that closely match the situation that they are facing. Trajectories taken by real people in similar situations, are copied to the simulated agents, resulting in seemingly natural behaviors.


eurographics | 1995

The influence of dynamic shadows on presence in immersive virtual environments

Mel Slater; Martin Usoh; Yiorgos Chrysanthou

This paper describes an experiment where the effect of dynamic shadows in an immersive virtual environment is measured with respect to spatial perception and presence. Eight subjects were given tasks to do in a virtual environment. Each subject carried out five experimental trials, and the extent of dynamic shadow phenomena varied between the trials. Two measurements of presence were used — a subjective one based on a questionnaire, and a more objective behavioural measure. The experiment was inconclusive with respect to the effect of shadows on depth perception. However, the experiment suggests that for visually dominant subjects, the greater the extent of shadow phenomena in the virtual environment, the greater the sense of presence.


Computer Graphics Forum | 2002

Visualizing Crowds in Real-Time

Franco Tecchia; Celine Loscos; Yiorgos Chrysanthou

Real‐time crowd visualization has recently attracted quite an interest from the graphics community and, asinteractive applications become even more complex, there is a natural demand for new and unexplored applicationscenarios. However, the interactive simulation of complex environments populated by large numbers of virtualcharacters is a composite problem which poses serious difficulties even on modern computer hardware. In thispaper we look at methods to deal with various aspects of crowd visualization, ranging from collision detectionand behaviour modeling to fast rendering with shadows and quality shading. These methods make extensive useof current graphics hardware capabilities with the aim of providing scalability without compromising run‐timespeed. Results from a system employing these techniques seem to suggest that simulations of reasonably complexenvironments populated with thousands of animated characters are possible in real‐time.


IEEE Computer Graphics and Applications | 2002

Image-based crowd rendering

Franco Tecchia; Celine Loscos; Yiorgos Chrysanthou

Populated virtual urban environments are important in many applications, from urban planning to entertainment. At the current stage of technology, users can interactively navigate through complex, polygon-based scenes rendered with sophisticated lighting effects and high-quality antialiasing techniques. As a result, animated characters (or agents) that users can interact with are also becoming increasingly common. However, rendering crowded scenes with thousands of different animated virtual people in real time is still challenging. To address this, we developed an image-based rendering approach for displaying multiple avatars. We take advantage of the properties of the urban environment and the way a viewer and the avatars move within it to produce fast rendering, based on positional and directional discretization. To display many different individual people at interactive frame rates, we combined texture compression with multipass rendering.


Presence: Teleoperators & Virtual Environments | 1999

The COVEN Project: Exploring Applicative, Technical, and Usage Dimensions of Collaborative Virtual Environments

Véronique Normand; Christian Babski; Steve Benford; Adrian Bullock; Stéphane Carion; Yiorgos Chrysanthou; Nicolas Farcet; Emmanuel Frécon; John Harvey; Nico Kuijpers; Nadia Magnenat-Thalmann; Soraia Raupp-Musse; Tom Rodden; Mel Slater; Gareth Smith; Anthony Steed; Daniel Thalmann; Jolanda G. Tromp; Martin Usoh; Gidi Van Liempd; Nicos Kladias

COVEN (Collaborative Virtual Environments) is a European project that seeks to develop a comprehensive approach to the issues in the development of collaborative virtual environment (CVE) technology. COVEN brings together twelve academic and industrial partners with a wide range of expertise in CSCW, networked VR, computer graphics, human factors, HCI, and telecommunications infrastructures. After two years of work, we are presenting the main features of our approach and results, our driving applications, the main components of our technical investigations, and our experimental activities. With different citizen and professional application scenarios as driving forces, COVEN is exploring the requirements and supporting techniques for collaborative interaction in scalable CVEs. Technical results are being integrated in an enriched networked VR platform based on the dVS and DIVE systems. Taking advantage of a dedicated Europe-wide ISDN and ATM network infrastructure, a large component of the project is a trial and experimentation activity that should allow a comprehensive understanding of the network requirements of these systems as well as their usability issues and human factors aspects.


eurographics symposium on rendering techniques | 2000

Virtual Occluders: An Efficient Intermediate PVS Representation

Vladlen Koltun; Yiorgos Chrysanthou; Daniel Cohen-Or

In this paper we introduce the notion of virtual occluders. Given a scene and a viewcell, a virtual occluder is a view-dependent (simple) convex object, which is guaranteed to be fully occluded from any given point within the viewcell and which serves as an effective occluder from the given viewcell. Virtual occluders are a compact intermediate representation of the aggregate occlusion for a given cell. The introduction of such view-dependent virtual occluders enables applying an effective region-to-region or cell-to-cell culling technique and efficiently computing a potential visibility set (PVS) from a region/cell. We present a technique that synthesizes such virtual occluders by aggregating the visibility of a set of individual occluders and we show the technique’s effectiveness.


Computer Graphics Forum | 1992

Computing Dynamic Changes to BSP Trees.

Yiorgos Chrysanthou; Mel Slater

This paper investigates a new method for dynamically changing Binary Space Partition (BSP) trees. A BSP tree representation of a 3D polygonal scene provides an ideal data structure for rapidly performing the hidden surface computations involved in changing the viewpoint. However, BSP trees have generally been thought to be unsuitable for applications where the geometry of objects in the scene changes dynamically. The purpose of this paper is to introduce a dynamic BSP tree algorithm which does allow for such changes, and which maintains the simplicity and integrity of the BSP tree representation. The algorithm is extended to include dynamic changes to shadows. We calibrate the algorithms by transforming a range of objects in a scene, and reporting on the observed timing results.


eurographics symposium on rendering techniques | 2000

Real-Time Rendering of Densely Populated Urban Environments

Franco Tecchia; Yiorgos Chrysanthou

In this paper we present some preliminary results concerning a realtime visualisation system for densely populated urban environments. In order to be able to render the large number of humans, we developed a method based on Image-Based Rendering techniques. To allow them to move freely in the city while avoiding collisions against the environment and other humans, we developed a simplified collision test that makes use of the graphics hardware to quickly generate a discretization of the environment. Although our research is at an early stage, the results are already quite promising; we are able to render in real-time a virtual city with thousands of walking humans on a standard PC. Several avenues for further investigation are finally proposed.


eurographics symposium on rendering techniques | 2001

Hardware-Accelerated from-Region Visibility Using a Dual Ray Space

Vladlen Koltun; Yiorgos Chrysanthou; Daniel Cohen-Or

In this paper a novel from-region visibility algorithm is described. Its unique properties allow conducting remote walkthroughs in very large virtual environments, without preprocessing and storing prohibitive amounts of visibility information. The algorithm retains its speed and accuracy even when applied to large viewcells. This allows computing from-region visibility on-line, thus eliminating the need for visibility preprocessing. The algorithm utilizes a geometric transform, representing visibility in a two-dimensional space, the dual ray space. Standard rendering hardware is then used for rapidly performing visibility computation. The algorithm is robust and easy to implement, and can trade off between accuracy and speed. We report results from extensive experiments that were conducted on a virtual environment that accurately depicts 160 square kilometers of the city of London.

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Mel Slater

University of Barcelona

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Franco Tecchia

Sant'Anna School of Advanced Studies

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Despina Michael

Cyprus University of Technology

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Celine Loscos

University College London

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