Vědecké schůzky


středa 29. 11. 2023 v 10:00

Vojtěch Radakulan, David Sedláček – The Most Expensive Museum in the World: Three Player Cooperative Game Between VR and PC Platforms Investigating Empathy between Players and Historical Characters.

Prezentace clanku an SIGGRAPH Asia, Art Papers

Abstract: The paper describes an art installation based on a local cooperative cross platform VR/PC game for three players. The story is based on the historical story of a nuclear power plant, which was built, but never turned on because of a public referendum. The game mechanics is built upon interaction of three playable historical characters: engineer, activist, and politician. The main goal was to induce empathy in the players by replaying the game from each character’s perspective. We present the story implementation, custom made interfaces, physical setup, and an evaluation by recordings from four-month display in a public gallery.


středa 4. 10. 2023 v 10:00

Martin Káčerik – PVLI: Potentially Visible Layered Image for Real-Time Ray Tracing

Prezentace clanku z Visual Computer / CGI 2023 (15 min + diskuze)


středa 3. 5. 2023 v 10:00

Ivo Malý – Draw-Cut-Glue: Comparison of Paper House Model Creation in Virtual Reality and on Paper in Museum Education Programme – Pilot Study

Prezentace clanku na EG 2023 – Education (20 min + diskuze)

Ivo Malý, Iva Vachková, David Sedláček. Draw-Cut-Glue: Comparison of Paper House Model Creation in Virtual Reality and on Paper in Museum Education Programme – Pilot Study

Martin Káčerik – On the Importance of Scene Structure for Hardware-Accelerated Ray Tracing

Prezentace clanku na WSCG 2023 – communication papers (10 min + diskuze)

Martin Káčerik, Jiri Bittner – On the Importance of Scene Structure for Hardware-Accelerated Ray Tracing

Asbtract: Ray tracing is typically accelerated by organizing the scene geometry into an acceleration data structure. Hardware-accelerated ray tracing, available through modern graphics APIs, exposes an interface to the acceleration structure builder that builds it, given the input scene geometry. This builder is, however, opaque, with limited control over the internal building algorithm. Additional control is available through the layout of builder input data, a geometry of the scene structured in a user-defined way. In this work, we evaluate the impact of a different scene structuring on the performance of the ray-triangle intersections in the context of hardware-accelerated ray tracing. We discuss the possible causes of significantly different outcomes for the same scene and outline a solution in the form of automatic input structure optimization.