Volume 33 (2014)
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Item Editorial(The Eurographics Association and Blackwell Publishing Ltd., 2014) Holly Rushmeier and Oliver DeussenItem Inexpensive Reconstruction and Rendering of Realistic Roadside Landscapes(The Eurographics Association and John Wiley and Sons Ltd., 2014) Andújar, C.; Chica, A.; Vico, M. A.; Moya, S.; Brunet, P.; Oliver Deussen and Hao (Richard) ZhangIn this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space-efficient semi-procedural representation of the terrain and vegetation supporting high-quality real-time rendering not only for aerial views but also at road level. We can integrate photographs along selected road stretches. We merge the point clouds extracted from these photographs with a low-resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre-compute plausible locations for trees through an algorithm which takes into account perceptual cues. At runtime we render the reconstructed terrain along with plants generated procedurally according to pre-computed parameters. Our rendering algorithm ensures visual consistency with aerial imagery and thus it can be integrated seamlessly with current virtual globes.In this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space-efficient semi-procedural representation of the terrain and vegetation supporting high-quality real-time rendering not only for aerial views but also at road level. We use a vehicle-mounted camera to capture a collection of photographs along selected road stretches. We integrate the point clouds extracted from these photographs with a low-resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre-compute plausible locations for trees through an algorithm which takes into account perceptual cues.Item Visualizing Proximity-Based Spatiotemporal Behavior of Museum Visitors using Tangram Diagrams(The Eurographics Association and John Wiley and Sons Ltd., 2014) Lanir, Joel; Bak, Peter; Kuflik, Tsvi; H. Carr, P. Rheingans, and H. SchumannFor museum curators it is imperative to learn, analyze, and understand the behavior patterns of the visitors in their museum. Recent developments in the field of indoor positioning systems make the acquisition and availability of visitor behavior data more attainable. However, the analysis of such data remains a challenge due to its noisiness, complexity and sheer size. The current paper applies information visualization techniques to analyze this data and make it more accessible to museum curators and personnel. We first provide a detailed description of the application domain including an analysis of the curators' information needs and a description of how a dataset on visitors' spatiotemporal behavior could be acquired. In order to address the curators' needs, we designed a visualization to encode and convey the information based on a newly adjusted visual glyph that we call Tangram Diagrams. We thereby focus on the adaptability of the technique to a particular domain, rather than on the novelty aspects of the technique itself. We have evaluated our design decisions empirically, and conducted an expert study to describe the insights gained and the value of the information obtained from the visualization. The contribution of this work is twofold. First, we apply information visualization to the museum domain and discuss how it extends to general indoor spatiotemporal behavior analysis. Second, we show how a visual glyph metaphor can be applied in different ways and contexts to efficiently encode multi-faceted information.Item ExploreMaps: Efficient Construction and Ubiquitous Exploration of Panoramic View Graphs of Complex 3D Environments(The Eurographics Association and John Wiley and Sons Ltd., 2014) Benedetto, Marco Di; Ganovelli, Fabio; Rodriguez, Marcos Balsa; Villanueva, Alberto Jaspe; Scopigno, Roberto; Gobbetti, Enrico; B. Levy and J. KautzWe introduce a novel efficient technique for automatically transforming a generic renderable 3D scene into a simple graph representation named ExploreMaps, where nodes are nicely placed point of views, called probes, and arcs are smooth paths between neighboring probes. Each probe is associated with a panoramic image enriched with preferred viewing orientations, and each path with a panoramic video. Our GPU-accelerated unattended construction pipeline distributes probes so as to guarantee coverage of the scene while accounting for perceptual criteria before finding smooth, good looking paths between neighboring probes. Images and videos are precomputed at construction time with off-line photorealistic rendering engines, providing a convincing 3D visualization beyond the limits of current real-time graphics techniques. At run-time, the graph is exploited both for creating automatic scene indexes and movie previews of complex scenes and for supporting interactive exploration through a low-DOF assisted navigation interface and the visual indexing of the scene provided by the selected viewpoints. Due to negligible CPU overhead and very limited use of GPU functionality, real-time performance is achieved on emerging web-based environments based on WebGL even on low-powered mobile devices.Item Parallel Generation of Architecture on the GPU(The Eurographics Association and John Wiley and Sons Ltd., 2014) Steinberger, Markus; Kenzel, Michael; Kainz, Bernhard; Müller, Jörg; Wonka, Peter; Schmalstieg, Dieter; B. Levy and J. KautzIn this paper, we present a novel approach for the parallel evaluation of procedural shape grammars on the graphics processing unit (GPU). Unlike previous approaches that are either limited in the kind of shapes they allow, the amount of parallelism they can take advantage of, or both, our method supports state of the art procedural modeling including stochasticity and context-sensitivity. To increase parallelism, we explicitly express independence in the grammar, reduce inter-rule dependencies required for context-sensitive evaluation, and introduce intra-rule parallelism. Our rule scheduling scheme avoids unnecessary back and forth between CPU and GPU and reduces round trips to slow global memory by dynamically grouping rules in on-chip shared memory. Our GPU shape grammar implementation is multiple orders of magnitude faster than the standard in CPU-based rule evaluation, while offering equal expressive power. In comparison to the state of the art in GPU shape grammar derivation, our approach is nearly 50 times faster, while adding support for geometric context-sensitivity.Item Adaptive Surface Visualization of Vessels with Animated Blood Flow(The Eurographics Association and John Wiley and Sons Ltd., 2014) Lawonn, Kai; Gasteiger, Rocco; Preim, Bernhard; Oliver Deussen and Hao (Richard) ZhangThe investigation of hemodynamic information for the assessment of cardiovascular diseases (CVDs) gained importance in recent years. Improved flow measuring modalities and computational fluid dynamics (CFD) simulations yield in reliable blood flow information. For a visual exploration of the flow information, domain experts are used to investigate the flow information combined with its enclosed vessel anatomy. Since the flow is spatially embedded in the surrounding vessel surface, occlusion problems have to be resolved. A visual reduction of the vessel surface that still provides important anatomical features is required. We accomplish this by applying an adaptive surface visualization inspired by the suggestive contour measure. Furthermore, an illustration is employed to highlight the animated pathlines and to emphasize nearby surface regions. Our approach combines several visualization techniques to improve the perception of surface shape and depth. Thereby, we ensure appropriate visibility of the embedded flow information, which can be depicted with established or advanced flow visualization techniques. We apply our approach to cerebral aneurysms and aortas with simulated and measured blood flow. An informal user feedback with nine domain experts, we confirm the advantages of our approach compared with existing methods, e.g. semi‐transparent surface rendering. Additionally, we assessed the applicability and usefulness of the pathline animation with highlighting nearby surface regions.The investigation of hemodynamic information for the assessment of cardiovascular diseases (CVD) gained importance in recent years. Improved flow measuring modalities and computational fluid dynamics (CFD) simulations yield in reliable blood flow information. For a visual exploration of the flow information, domain experts are use to investigate the flow information combined with its enclosed vessel anatomy. Since the flow is spatially embedded in the surrounding vessel surface, occlusion problems have to be resolved. A visual reduction of the vessel surface that still provides important anatomical features is required. We accomplish this by applying an adaptive surface visualization inspired by the suggestive contour measure.Item Multiple Shape Correspondence by Dynamic Programming(The Eurographics Association and John Wiley and Sons Ltd., 2014) Sahillioglu, Yusuf; Yemez, Yucel; J. Keyser, Y. J. Kim, and P. WonkaWe present a multiple shape correspondence method based on dynamic programming, that computes consistent bijective maps between all shape pairs in a given collection of initially unmatched shapes. As a fundamental distinction from previous work, our method aims to explicitly minimize the overall distortion, i.e., the average isometric distortion of the resulting maps over all shape pairs. We cast the problem as optimal path finding on a graph structure where vertices are maps between shape extremities. We exploit as much context information as possible using a dynamic programming based algorithm to approximate the optimal solution. Our method generates coarse multiple correspondences between shape extremities, as well as denser correspondences as byproduct. We assess the performance on various mesh sequences of (nearly) isometric shapes. Our experiments show that, for isometric shape collections with non-uniform triangulation and noise, our method can compute relatively dense correspondences reasonably fast and outperform state of the art in terms of accuracy.Item Perceptual Depth Compression for Stereo Applications(The Eurographics Association and John Wiley and Sons Ltd., 2014) Pajak, Dawid; Herzog, Robert; Mantiuk, Radoslaw; Didyk, Piotr; Eisemann, Elmar; Myszkowski, Karol; Pulli, Kari; B. Levy and J. KautzConventional depth video compression uses video codecs designed for color images. Given the performance of current encoding standards, this solution seems efficient. However, such an approach suffers from many issues stemming from discrepancies between depth and light perception. To exploit the inherent limitations of human depth perception, we propose a novel depth compression method that employs a disparity perception model. In contrast to previous methods, we account for disparity masking, and model a distinct relation between depth perception and contrast in luminance. Our solution is a natural extension to the H.264 codec and can easily be integrated into existing decoders. It significantly improves both the compression efficiency without sacrificing visual quality of depth of rendered content, and the output of depth-reconstruction algorithms or depth cameras.Item SimSelect: Similarity-based Selection for 3D Surfaces(The Eurographics Association and John Wiley and Sons Ltd., 2014) Guy, Emilie; Thiery, Jean-Marc; Boubekeur, Tamy; B. Levy and J. KautzSurface selection is one of the fundamental interactions in shape modeling. In the case of complex models, this task is often tedious for at least two reasons: firstly the local geometry of a given region may be hard to manually select and needs great accuracy; secondly the selection process may have to be repeated a large number of times for similar regions requiring similar subsequent editing. We propose SimSelect, a new system for interactive selection on 3D surfaces addressing these two issues. We cope with the accuracy issue by classifying selections in different types, namely components, parts and patches for which we independently optimize the selection process. Second, we address the repetitiveness issue by introducing an expansion process based on shape recognition which automatically retrieves potential selections similar to the user-defined one. As a result, our system provides the user with a compact set of simple interaction primitives providing a smooth select-and-edit workflow.Item Game Level Layout from Design Specification(The Eurographics Association and John Wiley and Sons Ltd., 2014) Ma, Chongyang; Vining, Nicholas; Lefebvre, Sylvain; Sheffer, Alla; B. Levy and J. KautzThe design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specificationsItem Fractional Reyes-Style Adaptive Tessellation for Continuous Level of Detail(The Eurographics Association and John Wiley and Sons Ltd., 2014) Liktor, Gabor; Pan, Minghao; Dachsbacher, Carsten; J. Keyser, Y. J. Kim, and P. WonkaIn this paper we present a fractional parametric splitting scheme for Reyes-style adaptive tessellation. Our parallel algorithm generates crack-free tessellation from a parametric surface, which is also free of sudden temporal changes under animation. Continuous level of detail is not addressed by existing Reyes-style methods, since these aim to produce subpixel-sized micropolygons, where topology changes are no longer noticeable. Using our method, rendering pipelines that use larger triangles, thus sensitive to geometric popping, may also benefit from the quality of the split-dice tessellation stages of Reyes. We demonstrate results on a real-time GPU implementation, going beyond the limited quality and resolution of the hardware tessellation unit. In contrast to previous split-dice methods, our split stage is compatible with the fractional hardware tessellation scheme that has been designed for continuous level of detail.Item Parameter Estimation and Comparative Evaluation of Crowd Simulations(The Eurographics Association and John Wiley and Sons Ltd., 2014) Wolinski, David; Guy, Stephen; Olivier, Anne-Helene; Lin, Ming; Manocha, Dinesh; Pettré, Julien; B. Levy and J. KautzWe present a novel framework to evaluate multi-agent crowd simulation algorithms based on real-world observations of crowd movements. A key aspect of our approach is to enable fair comparisons by automatically estimating the parameters that enable the simulation algorithms to best fit the given data. We formulate parameter estimation as an optimization problem, and propose a general framework to solve the combinatorial optimization problem for all parameterized crowd simulation algorithms. Our framework supports a variety of metrics to compare reference data and simulation outputs. The reference data may correspond to recorded trajectories, macroscopic parameters, or artist-driven sketches. We demonstrate the benefits of our framework for example-based simulation, modeling of cultural variations, artist-driven crowd animation, and relative comparison of some widely-used multi-agent simulation algorithms.Item Realistic Road Path Reconstruction from GIS Data(The Eurographics Association and John Wiley and Sons Ltd., 2014) Nguyen, Hoang Ha; Desbenoit, Brett; Daniel, Marc; J. Keyser, Y. J. Kim, and P. WonkaWe introduce a new approach to construct smooth piecewise curves representing realistic road paths. Given a GIS database of road networks in which sampled points are organized in 3D polylines, our method creates horizontal, then vertical curves, and finally combines them to produce 3D road paths. We first estimate the possibility of each point of being a junction between two separate primitive curve segments. Next, we design a tree-traversal algorithm to expand sequences of local best fit primitives which are then merged together with respect to the G1 continuity constraint and civil engineering rules. We apply the Levenberg-Marquardt method to minimize the error between the resulting curve and the sampled points while preserving the G1 continuity.Item Bilinear Accelerated Filter Approximation(The Eurographics Association and John Wiley and Sons Ltd., 2014) Manson, Josiah; Schaefer, Scott; Wojciech Jarosz and Pieter PeersOur method approximates exact texture filtering for arbitrary scales and translations of an image while taking into account the performance characteristics of modern GPUs. Our algorithm is fast because it accesses textures with a high degree of spatial locality. Using bilinear samples guarantees that the texels we read are in a regular pattern and that we use a hardware accelerated path. We control the texel weights by manipulating the u; v parameters of each sample and the blend factor between the samples. Our method is similar in quality to Cardinality-Constrained Texture Filtering [MS13] but runs two times faster.Item RBF Volume Ray Casting on Multicore and Manycore CPUs(The Eurographics Association and John Wiley and Sons Ltd., 2014) Knoll, Aaron; Wald, Ingo; Navratil, Paul; Bowen, Anne; Reda, Khairi; Papka, Mike E.; Gaither, Kelly; H. Carr, P. Rheingans, and H. SchumannModern supercomputers enable increasingly large N-body simulations using unstructured point data. The structures implied by these points can be reconstructed implicitly. Direct volume rendering of radial basis function (RBF) kernels in domain-space offers flexible classification and robust feature reconstruction, but achieving performant RBF volume rendering remains a challenge for existing methods on both CPUs and accelerators. In this paper, we present a fast CPU method for direct volume rendering of particle data with RBF kernels. We propose a novel two-pass algorithm: first sampling the RBF field using coherent bounding hierarchy traversal, then subsequently integrating samples along ray segments. Our approach performs interactively for a range of data sets from molecular dynamics and astrophysics up to 82 million particles. It does not rely on level of detail or subsampling, and offers better reconstruction quality than structured volume rendering of the same data, exhibiting comparable performance and requiring no additional preprocessing or memory footprint other than the BVH. Lastly, our technique enables multi-field, multi-material classification of particle data, providing better insight and analysis.Item Semi-Automatic Editing of Graphs with Customized Layouts(The Eurographics Association and John Wiley and Sons Ltd., 2014) Gladisch, Stefan; Schumann, Heidrun; Ernst, Mathias; Füllen, Georg; Tominski, Christian; H. Carr, P. Rheingans, and H. SchumannUsually visualization is applied to gain insight into data. Yet consuming the data in form of visual representation is not always enough. Instead, users need to edit the data, preferably through the same means used to visualize them. In this work, we present a semi-automatic approach to visual editing of graphs. The key idea is to use an interactive EditLens that defines where an edit operation affects an already customized and established graph layout. Locally optimal node positions within the lens and edge routes to connected nodes are calculated according to different criteria. This spares the user much manual work, but still provides sufficient freedom to accommodate applicationdependent layout constraints. Our approach utilizes the advantages of multi-touch gestures, and is also compatible with classic mouse and keyboard interaction. Preliminary user tests have been conducted with researchers from bio-informatics who need to manually maintain a slowly, but constantly growing molecular network. As the user feedback indicates, our solution significantly improves the editing procedure applied so far.Item Art-Photographic Detail Enhancement(The Eurographics Association and John Wiley and Sons Ltd., 2014) Son, Minjung; Lee, Yunjin; Kang, Henry; Lee, Seungyong; B. Levy and J. KautzWe present a novel method for enhancing details in a digital photograph, inspired by the principle of art photography. In contrast to the previous methods that primarily rely on tone scaling, our technique provides a flexible tone transform model that consists of two operators: shifting and scaling. This model permits shifting of the tonal range in each image region to enable significant detail boosting regardless of the original tone. We optimize these shift and scale factors in our constrained optimization framework to achieve extreme detail enhancement across the image in a piecewise smooth fashion, as in art photography. The experimental results show that the proposed method brings out a significantly large amount of details even from an ordinary low-dynamic range image.Item Modelling of Non‐Periodic Aggregates Having a Pile Structure(The Eurographics Association and John Wiley and Sons Ltd., 2014) Sakurai, K.; Miyata, K.; Holly Rushmeier and Oliver DeussenThis paper presents a procedure for modelling aggregates such as piles that consist of arbitrary components. The method generates an aggregate of components that need to be accumulated, and an aggregate shape represents the surface of the target aggregate. The number of components and their positions and orientations are controlled by five parameters. The components, the aggregate shape and the parameters are the inputs for the method which involves placement and refinement steps. In the placement step, the orientation and initial position of a component are determined by a non‐periodic placement such that each component overlaps its neighbours. In the refinement step, to construct a pile structure, the position of each component is adjusted by reducing the overlap.This paper presents a procedure for modelling aggregates such as piles that consist of arbitrary components. The method generates an aggregate of components that need to be accumulated, and an aggregate shape represents the surface of the target aggregate. The number of components and their positions and orientations are controlled by five parameters. The components, the aggregate shape and the parameters are the inputs for the method which involves placement and refinement steps. In the placement step, the orientation and initial position of a component are determined by a non‐periodic placement such that each component overlaps its neighbours. In the refinement step, to construct a pile structure, the position of each component is adjusted by reducing the overlap.Item SATO: Surface Area Traversal Order for Shadow Ray Tracing(The Eurographics Association and John Wiley and Sons Ltd., 2014) Nah, Jae-Ho; Manocha, Dinesh; Oliver Deussen and Hao (Richard) ZhangWe present the surface area traversal order (SATO) metric to accelerate shadow ray traversal. Our formulation uses the surface area of each child node to compute the TO. In this metric, we give a traversal priority to the child node with the larger surface area to quickly find occluders. Our algorithm reduces the pre-processing overhead significantly, and is much faster than other metrics. Overall, the SATO is useful for ray tracing large and complex dynamic scenes (e.g. a few million triangles) with shadows.We present the surface-area traversal order (SATO) metric to accelerate shadow ray traversal. Our formulation uses the surface area of each child node to compute the traversal order. Our algorithm reduces the preprocessing overhead significantly, and is much faster than other metrics.Item Mobility‐Trees for Indoor Scenes Manipulation(The Eurographics Association and John Wiley and Sons Ltd., 2014) Sharf, Andrei; Huang, Hui; Liang, Cheng; Zhang, Jiapei; Chen, Baoquan; Gong, Minglun; Holly Rushmeier and Oliver DeussenIn this work, we introduce the ‘mobility‐tree’ construct for high‐level functional representation of complex 3D indoor scenes. In recent years, digital indoor scenes are becoming increasingly popular, consisting of detailed geometry and complex functionalities. These scenes often consist of objects that reoccur in various poses and interrelate with each other. In this work we analyse the reoccurrence of objects in the scene and automatically detect their functional mobilities. ‘Mobility’ analysis denotes the motion capabilities (i.e. degree of freedom) of an object and its subpart which typically relates to their indoor functionalities. We compute an object's mobility by analysing its spatial arrangement, repetitions and relations with other objects and store it in a ‘mobility‐tree’. Repetitive motions in the scenes are grouped in ‘mobility‐groups’, for which we develop a set of sophisticated controllers facilitating semantical high‐level editing operations. We show applications of our mobility analysis to interactive scene manipulation and reorganization, and present results for a variety of indoor scenes.In this work, we introduce the ‘mobility‐tree’ construct for high‐level functional representation of complex 3D indoor scenes. In recent years, digital indoor scenes are becoming increasingly popular, consisting of detailed geometry and complex functionalities. These scenes often consist of objects that reoccur in various poses and interrelate with each other. In this work we analyse the reoccurrence of objects in the scene and automatically detect their functional mobilities. ‘Mobility’ analysis denotes the motion capabilities (i.e. degree of freedom) of an object and its subpart which typically relates to their indoor functionalities. We compute an object's mobility by analysing its spatial arrangement, repetitions and relations with other objects and store it in a ‘mobility‐tree’.