|Sibgrapi 2009 - Tutorials|
New this year !!!
This is the first year that the tutorial papers are published by the Conference Publishing Services (CPS). We had three tutorials in Computer Graphics and three in Image Processing, being one hands-on tutorial from each of the two areas. The tutorial papers in Computer Graphics cover topics of Geometric Algebra applied to solve geometric problems in visual computing, show how to unleash the power of the playstation 3 to boost graphics programming, and present an introduction on GPU Programming with GLSL. In Image Processing, the tutorial papers present advanced techniques for content-based image retrieval, methods for multiscale image analysis and operators for remote sensing image processing.
We would like to thank the Pontifical Catholic University of Rio de Janeiro for the financial support, classrooms and labs provided for this event. We also would like to thank all authors of submitted tutorial papers, the organization committee of Sibgrapi 2009, and reviewers.
ChairsSinésio Pesco and Alexandre Falcão.
Types of Tutorials
The tutorials will be divided into regular tutorials, with 3-hour lectures, and hands-on lab tutorials, which may take from 3 hours (half day) to 6 hours (full day) to cover theory and practice in the labs. In both cases, the tutorials may be elementary, intermediary, or advanced.
Hands-on Lab Tutorials
The instructors of hands-on lab tutorials should divide their lectures in two parts, theory and practice, in the lab. We will offer two labs, each with 35 PCs running XP. The required softwares must be informed in advance for installation and test. The tutorials may be elementary, intermediate or advanced.
Support to Instructors
Up to two instructors per tutorial will have free registration in Sibgrapi 2009. Equipment for standard presentation ( overhead projector, 35mm slide projector, video player, screen, PC, datashow) will be available upon request.
The tutorials represent an opportunity for the participants of Sibgrapi 2009 to acquire technical knowledge in Computer Graphics (CG), Image Processing (IP), Computer Vision (CV), and their applications. The proposals will be judged by:
Some examples of topics for hands-on tutorials are: Computer Graphics in OpenGL, Algorithms for Image Processing , Computer Vision in OpenCV. Topics for regular tutorials may be: Introduction to Machine Learning, Advances in Mathematical Morphology, Augmented Reality, Scientific Visualization, Object Tracking, Event Detection in Video, Interactive Video Edition, Medical Image Processing, Visualization and Analysis, Automatic Annotation and Relevance Feedback in Content-Based Image Retrieval, etc.
It may also be useful to look at the tutorials presented in previous years:
Preparation and Submission
Instructors of the selected tutorials must prepare a survey paper in English for reproduction by the Conference Publishing Services (CPS). A survey paper is a paper with an introduction, a structured presentation of the topic, and conclusions indicating trends, applications, and directions for future work.
Handouts in English or Portuguese are also welcome to be distributed among the participants of the tutorial. Handout is a copy of the slides or transparencies used during the presentation of the course at Sibgrapi 2009. The authors should provide a file with 4 slides per page in landscape. The pages should be numbered and contain the footer "Sibgrapi 2009 Tutorial". We recommend the use of font Times 14 pt, or bigger, for better legibility of slides and notes.
Tutorial proposals due to: May 28th, 2009
How To Submit
Tutorial proposals should be submitted by email to the following address Sibgrapi.email@example.com, with subject "Sibgrapi 2009 - Tutorial: Submission".
The complete submission should be received by May 18, 2009.
T1: Sunday October 11th, 9:00-10:30, 11:00-12:30, 14:00-15:30 and 16:00-17:30 (Room 314-Leme)
Unleashing the Power of the Playstation 3 to Boost Graphics Programming
(Hands-On, Advanced, Computer Graphics)
Andre Maximo, Guilherme Cox, Cristiana Bentes, Ricardo Farias
DOI: 10.1109/Sibgrapi-Tutorials.2009.12 - pp 45-58.
Abstract: This tutorial is intended for programmers who are interested in boosting their graphics application using a different architectural paradigm: the Cell Broadband Engine (Cell~BE). Our main idea is to focus on performance issues that can be efficiently handled by the multicore and vector facilities of the Cell~BE. We aim to offer to programmers an alternative way for high-performance graphics rather than the use of Graphics Processing Units (GPUs). The Cell~BE processor is the first implementation of a chip multiprocessor with a significant number of general purpose programmable cores. It is a heterogeneous multicore chip capable of massive floating point processing optimized for computation-intensive workloads that opens up the possibility of implementing highly parallel graphics application on a single chip. Our goal in this tutorial is to introduce the Cell~BE Architecture, show the main differences in its programming model, describe its development environment, and give some step-by-step examples of Cell~BE programs. We also introduce the usage of a Playstation 3 (PS3) as a high-performance Cell platform.
T2: Sunday October 11th, 9:00-10:30, 11:00-12:30, 14:00-15:30 and 16:00-17:30 (Room 318-Leme)
Digital Image Processing in Remote Sensing
(Hands-On, Intermediate, Image Processing)
Leila M. G. Fonseca, Laércio M. Namikaua, Emiliano F. Castejon
DOI: 10.1109/Sibgrapi-Tutorials.2009.13 - pp 59-71.
Abstract: Imaging systems, particularly those on board satellites, provide a repetitive and consistent view of the earth that has been used in many remote sensing applications such as urban growth, deforestation and crop monitoring, weather prediction, land use mapping, land cover mapping and so on. For each application it is necessary to develop a specific methodology to extract information from the image data. To develop a methodology it is necessary to identify a procedure based on image processing techniques that is more adequate to the problem solution. In spite of the application complexity, some basic techniques are common in most of the remote sensing applications named as image registration, image fusion, image segmentation and classification. Hence, this paper aims to present an overview about the use of image processing techniques to solve a general problem on remote sensing application. A case study on an urban application is provided to illustrate the use of remote sensing technologies for solving the problem.
T3: Sunday October 11th, 9:00-10:30 and 11:00-12:30 (Room 776-Leme - AQ7)
Geometric Algebra: a powerful tool for solving geometric problems in visual computing
(Advanced, Computer Graphics)
Leandro A. F. Fernandes, Manuel M. Oliveira
DOI: 10.1109/Sibgrapi-Tutorials.2009.10 - pp 17-30.
Abstract: Geometric problems in visual computing (computer graphics, computer vision, and image processing) are typically modeled and solved using linear algebra (LA). Thus, vectors are used to represent directions and points in space, while matrices are used to model transformations. LA, however, presents some well-known limitations for performing geometric computations. As a result, one often needs to aggregate different formalisms (e.g., quaternions and Plücker coordinates) to obtain complete solutions. Unfortunately, such extensions are not fully compatible among themselves, and one has to get used to jumping back and forth between formalisms, filling in the gaps between them. Geometric algebra (GA), on the other hand, is a mathematical framework that naturally generalizes and integrates useful formalisms such as complex numbers, quaternions and Plücker coordinates into a high-level specification language for geometric operations. Due to its consistent structure, GA equations are often universal and generally applicable. They extend the same solution to higher dimensions and to all kinds of geometric elements, without having to handle special cases, as it happens in conventional techniques. This tutorial aims at introducing the fundamental concepts of GA as a powerful mathematical tool to describe and solve geometric problems in visual computing.
T4: Sunday October 11th, 9:00-10:30 and 11:00-12:30 (Room 154-Leme)
Análise multi-escala de imagens
(Elementary, Image Processing)
Leyza Baldo Dorin, Neucimar Jerônimo Leite
(Multiscale methods for image processing: the wavelet and the scale-space approaches)
DOI: 10.1109/Sibgrapi-Tutorials.2009.11 - pp 31-44.
Abstract: Multiscale approaches have been largely considered in several signal processing applications. They play an important role when designing automatic methods to cope with real world measurements where, in most of the cases, there is no prior information about which would be the appropriate scale. The basic idea behind a multiscale analysis is to embed the original signal into a family of derived signals, thus allowing the analysis of different representation levels and, further, the choice of the ones exhibiting the interest features. This paper presents a brief survey of two broadly used multiscale formulations, namely, wavelets and scale-space filtering. We present the basic definitions and some possible applications of these approaches in image processing.
T5: Sunday October 11th, 14:00-15:30 and 16:00-17:30 (Room 154-Leme)
Introduction to GPU Programming with GLSL
(Elementary, Computer Graphics)
Ricardo Marroquim, Andre Maximo
DOI: 10.1109/Sibgrapi-Tutorials.2009.9 - pp 3-16.
Abstract: One of the challenging advents in Computer Science in recent years was the fast evolution of parallel processors, specially the GPU – graphics processing unit. GPUs today play a major role in many computational environments, most notably those regarding real-time graphics applications, such as games. The digital game industry is one of the main driving forces behind GPUs, it persistently elevates the state-of-art in Computer Graphics, pushing outstanding realistic scenes to interactive levels. The evolution of photo realistic scenes consequently demands better graphics cards from the hardware industry. Over the last decade, the hardware has not only become a hundred times more powerful, but has also become increasingly customizable allowing programmers to alter some of previously fixed functionalities. This tutorial is an introduction to GPU programming using the OpenGL Shading Language – GLSL. It comprises an overview of graphics concepts and a walk-through the graphics card rendering pipeline. A thorough understanding of the graphics pipeline is extremely important when designing a program in GPU, known as a shader. Throughout this tutorial, the exposition of the GLSL language and GPU programming details are followed closely by examples ranging from very simple to more practical applications. It is aimed at an audience with no or little knowledge on the subject.
T6: Sunday October 11th, 14:00-15:30 and 16:00-17:30 (Room 776-Leme - AQ7)
Advanced Techniques in CBIR: Local Descriptors, Visual Dictionaries and Bags of Features
(Advanced, Image Processing)
Eduardo Valle, Matthieu Cord
DOI: 10.1109/Sibgrapi-Tutorials.2009.14 - pp 72-78.
Abstract: Local descriptors have been extensively used in CBIR systems, where their robustness to intense geometric and photometric transformations allows the identification of a target object/image with great reliability. However, due to their excessive discriminating power, their application to the retrieval of complex categories is challenging. The introduction of the technique of visual dictionaries (also known as dictionary of visual terms) is an important step towards the conciliation between the robustness of local descriptors and the flexibility of generalization needed by complex queries. As a bonus, we become able to employ advanced retrieval techniques which were so far available only for textual data.