40-Issue 2
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Item Semantics-Guided Latent Space Exploration for Shape Generation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Jahan, Tansin; Guan, Yanran; Kaick, Oliver van; Mitra, Niloy and Viola, IvanWe introduce an approach to incorporate user guidance into shape generation approaches based on deep networks. Generative networks such as autoencoders and generative adversarial networks are trained to encode shapes into latent vectors, effectively learning a latent shape space that can be sampled for generating new shapes. Our main idea is to enable users to explore the shape space with the use of high-level semantic keywords. Specifically, the user inputs a set of keywords that describe the general attributes of the shape to be generated, e.g., ''four legs'' for a chair. Then, our method maps the keywords to a subspace of the latent space, where the subspace captures the shapes possessing the specified attributes. The user then explores only this subspace to search for shapes that satisfy the design goal, in a process similar to using a parametric shape model. Our exploratory approach allows users to model shapes at a high level without the need for advanced artistic skills, in contrast to existing methods that allow to guide the generation with sketching or partial modeling of a shape. Our technical contribution to enable this exploration-based approach is the introduction of a label regression neural network coupled with shape encoder/decoder networks. The label regression network takes the user-provided keywords and maps them to distributions in the latent space. We show that our method allows users to explore the shape space and generate a variety of shapes with selected high-level attributes.Item Patch Erosion for Deformable Lapped Textures on 3D Fluids(The Eurographics Association and John Wiley & Sons Ltd., 2021) Gagnon, Jonathan; Guzmán, Julián E.; Mould, David; Paquette, Eric; Mitra, Niloy and Viola, IvanWe propose an approach to synthesise a texture on an animated fluid free surface using a distortion metric combined with a feature map. Our approach is applied as a post-process to a fluid simulation. We advect deformable patches to move the texture along the fluid flow. The patches are covering the whole surface every frame of the animation in an overlapping fashion. Using lapped textures combined with deformable patches, we successfully remove blending artifact and rigid artifact seen in previous methods. We remain faithful to the texture exemplar by removing distorted patch texels using a patch erosion process. The patch erosion is based on a feature map provided together with the exemplar as inputs to our approach. The erosion favors removing texels toward the boundary of the patch as well as texels corresponding to more distorted regions of the patch. Where texels are removed leaving a gap on the surface, we add new patches below existing ones. The result is an animated texture following the velocity field of the fluid. We compared our results with recent work and our results show that our approach removes ghosting and temporal fading artifacts.Item Perceptual Quality of BRDF Approximations: Dataset and Metrics(The Eurographics Association and John Wiley & Sons Ltd., 2021) Lavoué, Guillaume; Bonneel, Nicolas; Farrugia, Jean-Philippe; Soler, Cyril; Mitra, Niloy and Viola, IvanBidirectional Reflectance Distribution Functions (BRDFs) are pivotal to the perceived realism in image synthesis. While measured BRDF datasets are available, reflectance functions are most of the time approximated by analytical formulas for storage efficiency reasons. These approximations are often obtained by minimizing metrics such as L2-or weighted quadratic- distances, but these metrics do not usually correlate well with perceptual quality when the BRDF is used in a rendering context, which motivates a perceptual study. The contributions of this paper are threefold. First, we perform a large-scale user study to assess the perceptual quality of 2026 BRDF approximations, resulting in 84138 judgments across 1005 unique participants. We explore this dataset and analyze perceptual scores based on material type and illumination. Second, we assess nine analytical BRDF models in their ability to approximate tabulated BRDFs. Third, we assess several image-based and BRDF-based (Lp, optimal transport and kernel distance) metrics in their ability to approximate perceptual similarity judgments.Item Geometric Construction of Auxetic Metamaterials(The Eurographics Association and John Wiley & Sons Ltd., 2021) Bonneau, Georges-Pierre; Hahmann, Stefanie; Marku, Johana; Mitra, Niloy and Viola, IvanThis paper is devoted to a category of metamaterials called auxetics, identified by their negative Poisson's ratio. Our work consists in exploring geometrical strategies to generate irregular auxetic structures. More precisely we seek to reduce the Poisson's ratio n, by pruning an irregular network based solely on geometric criteria. We introduce a strategy combining a pure geometric pruning algorithm followed by a physics-based testing phase to determine the resulting Poisson's ratio of our structures. We propose an algorithm that generates sets of irregular auxetic networks. Our contributions include geometrical characterization of auxetic networks, development of a pruning strategy, generation of auxetic networks with low Poisson's ratio, as well as validation of our approach.We provide statistical validation of our approach on large sets of irregular networks, and we additionally laser-cut auxetic networks in sheets of rubber. The findings reported here show that it is possible to reduce the Poisson's ratio by geometric pruning, and that we can generate irregular auxetic networks at lower processing times than a physics-based approach.Item Higher Dimensional Graphics: Conceiving Worlds in Four Spatial Dimensions and Beyond(The Eurographics Association and John Wiley & Sons Ltd., 2021) Cavallo, Marco; Mitra, Niloy and Viola, IvanWhile the interpretation of high-dimensional datasets has become a necessity in most industries, the spatial visualization of higher-dimensional geometry has mostly remained a niche research topic for mathematicians and physicists. Intermittent contributions to this field date back more than a century, and have had a non-negligible influence on contemporary art and philosophy. However, most contributions have focused on the understanding of specific mathematical shapes, with few concrete applications. In this work, we attempt to revive the community's interest in visualizing higher dimensional geometry by shifting the focus from the visualization of abstract shapes to the design of a broader hyper-universe concept, wherein 3D and 4D objects can coexist and interact with each other. Specifically, we discuss the content definition, authoring patterns, and technical implementations associated with the process of extending standard 3D applications as to support 4D mechanics. We operationalize our ideas through the introduction of a new hybrid 3D/4D videogame called Across Dimensions, which we developed in Unity3D through the integration of our own 4D plugin.Item Deep HDR Estimation with Generative Detail Reconstruction(The Eurographics Association and John Wiley & Sons Ltd., 2021) Zhang, Yang; Aydin, Tunc O.; Mitra, Niloy and Viola, IvanWe study the problem of High Dynamic Range (HDR) image reconstruction from a Standard Dynamic Range (SDR) input with potential clipping artifacts. Instead of building a direct model that maps from SDR to HDR images as in previous work, we decompose an input SDR image into a base (low frequency) and detail layer (high frequency), and treat reconstructing these two layers as two separate problems. We propose a novel architecture that comprises individual components specially designed to handle both tasks. Specifically, our base layer reconstruction component recovers low frequency content and remaps the color gamut of the input SDR, whereas our detail layer reconstruction component, which builds upon prior work on image inpainting, hallucinates missing texture information. The output HDR prediction is produced by a final refinement stage. We present qualitative and quantitative comparisons with existing techniques where our method achieves state-of-the-art performance.Item Learning and Exploring Motor Skills with Spacetime Bounds(The Eurographics Association and John Wiley & Sons Ltd., 2021) Ma, Li-Ke; Yang, Zeshi; Tong, Xin; Guo, Baining; Yin, KangKang; Mitra, Niloy and Viola, IvanEquipping characters with diverse motor skills is the current bottleneck of physics-based character animation. We propose a Deep Reinforcement Learning (DRL) framework that enables physics-based characters to learn and explore motor skills from reference motions. The key insight is to use loose space-time constraints, termed spacetime bounds, to limit the search space in an early termination fashion. As we only rely on the reference to specify loose spacetime bounds, our learning is more robust with respect to low quality references. Moreover, spacetime bounds are hard constraints that improve learning of challenging motion segments, which can be ignored by imitation-only learning. We compare our method with state-of-the-art tracking-based DRL methods. We also show how to guide style exploration within the proposed framework.Item Physically-based Book Simulation with Freeform Developable Surfaces(The Eurographics Association and John Wiley & Sons Ltd., 2021) Wolf, Thomas; Cornillère, Victor; Sorkine-Hornung, Olga; Mitra, Niloy and Viola, IvanReading books or articles digitally has become accessible and widespread thanks to the large amount of affordable mobile devices and distribution platforms. However, little effort has been devoted to improving the digital book reading experience, despite studies showing disadvantages of digital text media consumption, such as diminished memory recall and enjoyment, compared to physical books. In addition, a vast amount of physical, printed books of interest exist, many of them rare and not easily physically accessible, such as out-of-print art books, first editions, or historical tomes secured in museums. Digital replicas of such books are typically either purely text based, or consist of photographed pages, where much of the essence of leafing through and experiencing the actual artifact is lost. In this work, we devise a method to recreate the experience of reading and interacting with a physical book in a digital 3D environment. Leveraging recent work on static modeling of freeform developable surfaces, which exhibit paper-like properties, we design a method for dynamic physical simulation of such surfaces, accounting for gravity and handling collisions to simulate pages in a book. We propose a mix of 2D and 3D models, specifically tailored to represent books to achieve a computationally fast simulation, running in real time on mobile devices. Our system enables users to lift, bend and flip book pages by holding them at arbitrary locations and provides a holistic interactive experience of a virtual 3D book.Item Honey, I Shrunk the Domain: Frequency-aware Force Field Reduction for Efficient Fluids Optimization(The Eurographics Association and John Wiley & Sons Ltd., 2021) Tang, Jingwei; Azevedo, Vinicius C.; Cordonnier, Guillaume; Solenthaler, Barbara; Mitra, Niloy and Viola, IvanFluid control often uses optimization of control forces that are added to a simulation at each time step, such that the final animation matches a single or multiple target density keyframes provided by an artist. The optimization problem is strongly under-constrained with a high-dimensional parameter space, and finding optimal solutions is challenging, especially for higher resolution simulations. In this paper, we propose two novel ideas that jointly tackle the lack of constraints and high dimensionality of the parameter space. We first consider the fact that optimized forces are allowed to have divergent modes during the optimization process. These divergent modes are not entirely projected out by the pressure solver step, manifesting as unphysical smoke sources that are explored by the optimizer to match a desired target. Thus, we reduce the space of the possible forces to the family of strictly divergence-free velocity fields, by optimizing directly for a vector potential. We synergistically combine this with a smoothness regularization based on a spectral decomposition of control force fields. Our method enforces lower frequencies of the force fields to be optimized first by filtering force frequencies in the Fourier domain. The mask-growing strategy is inspired by Kolmogorov's theory about scales of turbulence. We demonstrate improved results for 2D and 3D fluid control especially in higher-resolution settings, while eliminating the need for manual parameter tuning. We showcase various applications of our method, where the user effectively creates or edits smoke simulations.Item Rank-1 Lattices for Efficient Path Integral Estimation(The Eurographics Association and John Wiley & Sons Ltd., 2021) Liu, Hongli; Han, Honglei; Jiang, Min; Mitra, Niloy and Viola, IvanWe introduce rank-1 lattices as a quasi-random sequence to the numerical estimation of the high-dimensional path integral. Previous attempts at utilizing rank-1 lattices in computer graphics were very limited to low-dimensional applications, intentionally avoiding high dimensionality due to that the lattice search is NP-hard. We propose a novel framework that tackles this challenge, which was inspired by the rippling effect of the sample paths. Contrary to the conventional search approaches, our framework is based on recursively permuting the preliminarily selected components of the generator vector to achieve better pairwise projections and minimize the discrepancy of the path vertex coordinates in scene manifold spaces, resulting in improved rendering quality. It allows for the offline search of arbitrarily high-dimensional lattices to finish in a reasonable amount of time while removing the need to use all lattice points in the traditional definition, which opens the gate for their use in progressive rendering. Our rank-1 lattices successfully maintain the pixel variance at a comparable or even lower level compared to Sobol0 sampler, which offers a brand new solution to design efficient samplers for path tracing.Item STALP: Style Transfer with Auxiliary Limited Pairing(The Eurographics Association and John Wiley & Sons Ltd., 2021) Futschik, David; Kucera, Michal; Lukác, Mike; Wang, Zhaowen; Shechtman, Eli; Sýkora, Daniel; Mitra, Niloy and Viola, IvanWe present an approach to example-based stylization of images that uses a single pair of a source image and its stylized counterpart. We demonstrate how to train an image translation network that can perform real-time semantically meaningful style transfer to a set of target images with similar content as the source image. A key added value of our approach is that it considers also consistency of target images during training. Although those have no stylized counterparts, we constrain the translation to keep the statistics of neural responses compatible with those extracted from the stylized source. In contrast to concurrent techniques that use a similar input, our approach better preserves important visual characteristics of the source style and can deliver temporally stable results without the need to explicitly handle temporal consistency. We demonstrate its practical utility on various applications including video stylization, style transfer to panoramas, faces, and 3D models.Item Cyclostationary Gaussian Noise: Theory and Synthesis(The Eurographics Association and John Wiley & Sons Ltd., 2021) Lutz, Nicolas; Sauvage, Basile; Dischler, Jean-Michel; Mitra, Niloy and Viola, IvanStationary Gaussian processes have been used for decades in the context of procedural noises to model and synthesize textures with no spatial organization. In this paper we investigate cyclostationary Gaussian processes, whose statistics are repeated periodically. It enables the modeling of noises having periodic spatial variations, which we call "cyclostationary Gaussian noises". We adapt to the cyclostationary context several stationary noises along with their synthesis algorithms: spot noise, Gabor noise, local random-phase noise, high-performance noise, and phasor noise. We exhibit real-time synthesis of a variety of visual patterns having periodic spatial variations.Item Hierarchical Raster Occlusion Culling(The Eurographics Association and John Wiley & Sons Ltd., 2021) Lee, Gi Beom; Jeong, Moonsoo; Seok, Yechan; Lee, Sungkil; Mitra, Niloy and Viola, IvanThis paper presents a scalable online occlusion culling algorithm, which significantly improves the previous raster occlusion culling using object-level bounding volume hierarchy. Given occluders found with temporal coherence, we find and rasterize coarse groups of potential occludees in the hierarchy. Within the rasterized bounds, per-pixel ray casting tests fine-grained visibilities of every individual occludees. We further propose acceleration techniques including the read-back of counters for tightly-packed multidrawing and occluder filtering. Our solution requires only constant draw calls for batch occlusion tests, while avoiding costly iteration for hierarchy traversal. Our experiments prove our solution outperforms the existing solutions in terms of scalability, culling efficiency, and occlusion-query performance.Item Real-Time Frequency Adjustment of Images and Videos(The Eurographics Association and John Wiley & Sons Ltd., 2021) Germano, Rafael L.; Oliveira, Manuel M.; Gastal, Eduardo S. L.; Mitra, Niloy and Viola, IvanWe present a technique for real-time adjustment of spatial frequencies in images and videos. Our method allows for both decreasing and increasing of frequencies, and is orthogonal to image resizing. Thus, it can be used to automatically adjust spatial frequencies to preserve the appearance of structured patterns during image downscaling and upscaling. By pre-computing the image's space-frequency decomposition and its unwrapped phases, these operations can be performed in real time, thanks to our novel mathematical perspective on frequency manipulation of digital images: interpreting the problem through the theory of instantaneous frequencies and phase unwrapping. To make this possible, we introduce an algorithm for the simultaneous phase unwrapping of several unordered frequency components, which also deals with the frequency-sign ambiguity of real signals. As such, our method provides theoretical and practical improvements to the concept of spectral remapping, enabling real-time performance and improved color handling. We demonstrate its effectiveness on a large number of images subject to frequency adjustment. By providing real-time control over the spatial frequencies associated with structured patterns, our technique expands the range of creative and technical possibilities for image and video processing.Item Orthogonalized Fourier Polynomials for Signal Approximation and Transfer(The Eurographics Association and John Wiley & Sons Ltd., 2021) Maggioli, Filippo; Melzi, Simone; Ovsjanikov, Maks; Bronstein, Michael M.; Rodolà, Emanuele; Mitra, Niloy and Viola, IvanWe propose a novel approach for the approximation and transfer of signals across 3D shapes. The proposed solution is based on taking pointwise polynomials of the Fourier-like Laplacian eigenbasis, which provides a compact and expressive representation for general signals defined on the surface. Key to our approach is the construction of a new orthonormal basis upon the set of these linearly dependent polynomials. We analyze the properties of this representation, and further provide a complete analysis of the involved parameters. Our technique results in accurate approximation and transfer of various families of signals between near-isometric and non-isometric shapes, even under poor initialization. Our experiments, showcased on a selection of downstream tasks such as filtering and detail transfer, show that our method is more robust to discretization artifacts, deformation and noise as compared to alternative approaches.Item Correlation-Aware Multiple Importance Sampling for Bidirectional Rendering Algorithms(The Eurographics Association and John Wiley & Sons Ltd., 2021) Grittmann, Pascal; Georgiev, Iliyan; Slusallek, Philipp; Mitra, Niloy and Viola, IvanCombining diverse sampling techniques via multiple importance sampling (MIS) is key to achieving robustness in modern Monte Carlo light transport simulation. Many such methods additionally employ correlated path sampling to boost efficiency. Photon mapping, bidirectional path tracing, and path-reuse algorithms construct sets of paths that share a common prefix. This correlation is ignored by classical MIS heuristics, which can result in poor technique combination and noisy images.We propose a practical and robust solution to that problem. Our idea is to incorporate correlation knowledge into the balance heuristic, based on known path densities that are already required for MIS. This correlation-aware heuristic can achieve considerably lower error than the balance heuristic, while avoiding computational and memory overhead.Item EUROGRAPHICS 2021: CGF 40-2 Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2021) Mitra, Niloy; Viola, Ivan; Mitra, Niloy and Viola, Ivan-Item Spatiotemporal Texture Reconstruction for Dynamic Objects Using a Single RGB-D Camera(The Eurographics Association and John Wiley & Sons Ltd., 2021) Kim, Hyomin; Kim, Jungeon; Nam, Hyeonseo; Park, Jaesik; Lee, Seungyong; Mitra, Niloy and Viola, IvanThis paper presents an effective method for generating a spatiotemporal (time-varying) texture map for a dynamic object using a single RGB-D camera. The input of our framework is a 3D template model and an RGB-D image sequence. Since there are invisible areas of the object at a frame in a single-camera setup, textures of such areas need to be borrowed from other frames. We formulate the problem as an MRF optimization and define cost functions to reconstruct a plausible spatiotemporal texture for a dynamic object. Experimental results demonstrate that our spatiotemporal textures can reproduce the active appearances of captured objects better than approaches using a single texture map.Item Walk2Map: Extracting Floor Plans from Indoor Walk Trajectories(The Eurographics Association and John Wiley & Sons Ltd., 2021) Mura, Claudio; Pajarola, Renato; Schindler, Konrad; Mitra, Niloy; Mitra, Niloy and Viola, IvanRecent years have seen a proliferation of new digital products for the efficient management of indoor spaces, with important applications like emergency management, virtual property showcasing and interior design. While highly innovative and effective, these products rely on accurate 3D models of the environments considered, including information on both architectural and non-permanent elements. These models must be created from measured data such as RGB-D images or 3D point clouds, whose capture and consolidation involves lengthy data workflows. This strongly limits the rate at which 3D models can be produced, preventing the adoption of many digital services for indoor space management. We provide a radical alternative to such data-intensive procedures by presentingWalk2Map, a data-driven approach to generate floor plans only from trajectories of a person walking inside the rooms. Thanks to recent advances in data-driven inertial odometry, such minimalistic input data can be acquired from the IMU readings of consumer-level smartphones, which allows for an effortless and scalable mapping of real-world indoor spaces. Our work is based on learning the latent relation between an indoor walk trajectory and the information represented in a floor plan: interior space footprint, portals, and furniture. We distinguish between recovering area-related (interior footprint, furniture) and wall-related (doors) information and use two different neural architectures for the two tasks: an image-based Encoder-Decoder and a Graph Convolutional Network, respectively. We train our networks using scanned 3D indoor models and apply them in a cascaded fashion on an indoor walk trajectory at inference time. We perform a qualitative and quantitative evaluation using both trajectories simulated from scanned models of interiors and measured, real-world trajectories, and compare against a baseline method for image-to-image translation. The experiments confirm that our technique is viable and allows recovering reliable floor plans from minimal walk trajectory data.Item Blue Noise Plots(The Eurographics Association and John Wiley & Sons Ltd., 2021) Onzenoodt, Christian van; Singh, Gurprit; Ropinski, Timo; Ritschel, Tobias; Mitra, Niloy and Viola, IvanWe propose Blue Noise Plots, two-dimensional dot plots that depict data points of univariate data sets. While often onedimensional strip plots are used to depict such data, one of their main problems is visual clutter which results from overlap. To reduce this overlap, jitter plots were introduced, whereby an additional, non-encoding plot dimension is introduced, along which the data point representing dots are randomly perturbed. Unfortunately, this randomness can suggest non-existent clusters, and often leads to visually unappealing plots, in which overlap might still occur. To overcome these shortcomings, we introduce Blue Noise Plots where random jitter along the non-encoding plot dimension is replaced by optimizing all dots to keep a minimum distance in 2D i. e., Blue Noise. We evaluate the effectiveness as well as the aesthetics of Blue Noise Plots through both, a quantitative and a qualitative user study. The Python implementation of Blue Noise Plots is available here.
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