35-Issue 7
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Item Aesthetic Rating and Color Suggestion for Color Palettes(The Eurographics Association and John Wiley & Sons Ltd., 2016) Kita, Naoki; Miyata, Kazunori; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiA model to rate color combinations that considers human aesthetic preferences is proposed. The proposed method does not assume that a color palette has a specific number of colors, i.e., input is not restricted to a two-, three-, or five-color palettes. We extract features from a color palette whose size does not depend on the number of colors in the palette. The proposed rating prediction model is trained using a human color preference dataset. The model allows a user to extend a color palette, e.g., from three colors to five or seven colors, while retaining color harmony. In addition, we present a color search scheme for a given palette and a customized version of the proposed model for a specific color tone. We demonstrate that the proposed model can also be applied to various palette-based applications.Item 3D Body Shapes Estimation from Dressed-Human Silhouettes(The Eurographics Association and John Wiley & Sons Ltd., 2016) Song, Dan; Tong, Ruofeng; Chang, Jian; Yang, Xiaosong; Tang, Min; Zhang, Jian Jun; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiEstimation of 3D body shapes from dressed-human photos is an important but challenging problem in virtual fitting. We propose a novel automatic framework to efficiently estimate 3D body shapes under clothes. We construct a database of 3D naked and dressed body pairs, based on which we learn how to predict 3D positions of body landmarks (which further constrain a parametric human body model) automatically according to dressed-human silhouettes. Critical vertices are selected on 3D registered human bodies as landmarks to represent body shapes, so as to avoid the time-consuming vertices correspondences finding process for parametric body reconstruction. Our method can estimate 3D body shapes from dressed-human silhouettes within 4 seconds, while the fastest method reported previously need 1 minute. In addition, our estimation error is within the size tolerance for clothing industry. We dress 6042 naked bodies with 3 sets of common clothes by physically based cloth simulation technique. To the best of our knowledge, We are the first to construct such a database containing 3D naked and dressed body pairs and our database may contribute to the areas of human body shapes estimation and cloth simulation.Item Temporally Coherent and Artistically Intended Stylization of Feature Lines Extracted from 3D Models(The Eurographics Association and John Wiley & Sons Ltd., 2016) Cardona, Luis; Saito, Suguru; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiIn this paper, we propose a method to maintain the temporal coherence of stylized feature lines extracted from 3D models and preserve an artistically intended stylization provided by the user. We formally define the problem of combining spatio-temporal continuity and artistic intention as a weighted energy minimization problem of competing constraints. The proposed method updates the style properties to provide real-time smooth transitions from current to goal stylization, by assuring first- and second-order temporal continuity, as well as spatial continuity along each stroke. The proposed weighting scheme guarantees that the stylization of strokes maintains motion coherence with respect to the apparent motion of the underlying surface in consecutive frames. This weighting scheme emphasizes temporal continuity for small apparent motions where the human vision system is able to keep track of the scene, and prioritizes the artistic intention for large apparent motions where temporal coherence is not expected. The proposed method produces temporally coherent and visually pleasing animations without the flickering artifacts of previous methods, while also maintaining the artistic intention of a goal stylization provided by the user.Item Variance Analysis of Multi-sample and One-sample Multiple Importance Sampling(The Eurographics Association and John Wiley & Sons Ltd., 2016) Sbert, Mateu; Havran, Vlastimil; Szirmay-Kalos, Laszlo; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiWe reexamine in this paper the variance for the Multiple Importance Sampling (MIS) estimator for multi-sample and onesample model. As a result of our analysis we can obtain the optimal estimator for the multi-sample model for the case where the weights do not depend on the count of samples. We extend the analysis to include the cost of sampling. With these results in hand we find a better estimator than balance heuristic with equal count of samples. Further, we show that the variance for the one-sample model is larger or equal than for the multi-sample model, and that there are only two cases where the variance is the same. Finally, we study on four examples the difference of variances for equal count as used by Veach, our new estimator, and a recently introduced heuristic.Item A Study On Designing Effective Introductory Materials for Information Visualization(The Eurographics Association and John Wiley & Sons Ltd., 2016) Tanahashi, Yuzuru; Leaf, Nick; Ma, Kwan-Liu; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiDesigning introductory materials is extremely important when developing new information visualization techniques. All users, regardless of their domain knowledge, first must learn how to interpret the visually encoded information in order to infer knowledge from visualizations. Yet, despite its significance, there has been little research on how to design effective introductory materials for information visualization. This paper presents a study on the design of online guides that educate new users on how to utilize information visualizations, particularly focusing on the employment of exercise questions in the guides. We use two concepts from educational psychology, learning type (or learning style) and teaching method, to design four unique types of online guides. The effects of the guides are measured by comprehension tests of a large group of crowdsourced participants. The tests covered four visualization types (graph, scatter plot, storyline, and tree map) and a complete range of visual analytics tasks. Our statistical analyses indicate that online guides which employ active learning and the top-down teaching method are the most effective. Our study provides quantitative insight into the use of exercise questions in online guides for information visualizations and will inspire further research on design considerations for other elements in introductory materials.Item Tracing Field-Coherent Quad Layouts(The Eurographics Association and John Wiley & Sons Ltd., 2016) Pietroni, Nico; Puppo, Enrico; Marcias, Giorgio; Scopigno, Roberto; Cignoni, Paolo; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiGiven a cross field over a triangulated surface we present a practical and robust method to compute a field aligned coarse quad layout over the surface. The method works directly on a triangle mesh without requiring any parametrization and it is based on a new technique for tracing field-coherent geodesic paths directly on a triangle mesh, and on a new relaxed formulation of a binary LP problem, which allows us to extract both conforming quad layouts and coarser layouts containing t-junctions. Our method is easy to implement, very robust, and, being directly based on the input cross field, it is able to generate better aligned layouts, even with complicated fields containing many singularities. We show results on a number of datasets and comparisons with state-of-the-art methods.Item Reduced Aggregate Scattering Operators for Path Tracing(The Eurographics Association and John Wiley & Sons Ltd., 2016) Blumer, Adrian; Novák, Jan; Habel, Ralf; Nowrouzezahrai, Derek; Jarosz, Wojciech; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiAggregate scattering operators (ASOs) describe the overall scattering behavior of an asset (i.e., an object or volume, or collection thereof) accounting for all orders of its internal scattering. We propose a practical way to precompute and compactly store ASOs and demonstrate their ability to accelerate path tracing. Our approach is modular avoiding costly and inflexible scene-dependent precomputation. This is achieved by decoupling light transport within and outside of each asset, and precomputing on a per-asset level. We store the internal transport in a reduced-dimensional subspace tailored to the structure of the asset geometry, its scattering behavior, and typical illumination conditions, allowing the ASOs to maintain good accuracy with modest memory requirements. The precomputed ASO can be reused across all instances of the asset and across multiple scenes. We augment ASOs with functionality enabling multi-bounce importance sampling, fast short-circuiting of complex light paths, and compact caching, while retaining rapid progressive preview rendering. We demonstrate the benefits of our ASOs by efficiently path tracing scenes containing many instances of objects with complex inter-reflections or multiple scattering.Item Multiple Scattering Approximation in Heterogeneous Media by Narrow Beam Distributions(The Eurographics Association and John Wiley & Sons Ltd., 2016) Shinya, Mikio; Dobashi, Yoshinori; Shiraishi, Michio; Kawashima, Motonobu; Nishita, Tomoyuki; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiFast realistic rendering of objects in scattering media is still a challenging topic in computer graphics. In presence of participating media, a light beam is repeatedly scattered by media particles, changing direction and getting spread out. Explicitly evaluating this beam distribution would enable efficient simulation of multiple scattering events without involving costly stochastic methods. Narrow beam theory provides explicit equations that approximate light propagation in a narrow incident beam. Based on this theory, we propose a closed-form distribution function for scattered beams. We successfully apply it to the image synthesis of scenes in which scattering occurs, and show that our proposed estimation method is more accurate than those based on the Wentzel-Kramers-Brillouin (WKB) theory.Item Incremental Deformation Subspace Reconstruction(The Eurographics Association and John Wiley & Sons Ltd., 2016) Mukherjee, Rajaditya; Wu, Xiaofeng; Wang, Huamin; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiRecalculating the subspace basis of a deformable body is a mandatory procedure for subspace simulation, after the body gets modified by interactive applications. However, using linear modal analysis to calculate the basis from scratch is known to be computationally expensive. In the paper, we show that the subspace of a modified body can be efficiently obtained from the subspace of its original version, if mesh changes are small. Our basic idea is to approximate the stiffness matrix by its lowfrequency component, so we can calculate new linear deformation modes by solving an incremental eigenvalue decomposition problem. To further handle nonlinear deformations in the subspace, we present a hybrid approach to calculate modal derivatives from both new and original linear modes. Finally, we demonstrate that the cubature samples trained for the original mesh can be reused in fast reduced force and stiffness matrix evaluation, and we explore the use of our techniques in various simulation problems. Our experiment shows that the updated subspace basis still allows a simulator to generate visual plausible deformation effects. The whole system is efficient and it is compatible with other subspace construction approaches.Item Efficient Volumetric PolyCube-Map Construction(The Eurographics Association and John Wiley & Sons Ltd., 2016) Fu, Xiao-Ming; Bai, Chong-Yang; Liu, Yang; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiPolyCubes provide compact representations for closed complex shapes and are essential to many computer graphics applications. Existing automatic PolyCube construction methods usually suffer from poor quality or time-consuming computation. In this paper, we provide a highly efficient method to compute volumetric PolyCube-maps. Given an input tetrahedral mesh, we utilize two novel normal-driven volumetric deformation schemes and a polycube-allowable mesh segmentation to drive the input to a volumetric PolyCube structure. Our method can robustly generate foldover-free and low-distortion PolyCube-maps in practice, and provide a flexible control on the number of corners of Polycubes. Compared with state-of-the-art methods, our method is at least one order of magnitude faster and has better mapping qualities. We demonstrate the efficiency and efficacy of our method in PolyCube construction and all-hexahedral meshing on various complex models.Item Progressive Compression of Arbitrary Textured Meshes(The Eurographics Association and John Wiley & Sons Ltd., 2016) Caillaud, Florian; Vidal, Vincent; Dupont, Florent; Lavoué, Guillaume; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiIn this paper, we present a progressive compression algorithm for textured surface meshes, which is able to handle polygonal non-manifold meshes as well as discontinuities in the texture mapping. Our method applies iterative batched simplifications, which create high quality levels of detail by preserving both the geometry and the texture mapping. The main features of our algorithm are (1) generic edge collapse and vertex split operators suited for polygonal non-manifold meshes with arbitrary texture seam configurations, and (2) novel geometry-driven prediction schemes and entropy reduction techniques for efficient encoding of connectivity and texture mapping. To our knowledge, our method is the first progressive algorithm to handle polygonal non-manifold models. For geometry and connectivity encoding of triangular manifolds and non-manifolds, our method is competitive with state-of-the-art and even better at low/medium bitrates. Moreover, our method allows progressive encoding of texture coordinates with texture seams; it outperforms state-of-the-art approaches for texture coordinate encoding. We also present a bit-allocation framework which multiplexes mesh and texture refinement data using a perceptually-based image metric, in order to optimize the quality of levels of detail.Item Scale-aware Structure-Preserving Texture Filtering(The Eurographics Association and John Wiley & Sons Ltd., 2016) Jeon, Junho; Lee, Hyunjoon; Kang, Henry; Lee, Seungyong; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiThis paper presents a novel method to enhance the performance of structure-preserving image and texture filtering. With conventional edge-aware filters, it is often challenging to handle images of high complexity where features of multiple scales coexist. In particular, it is not always easy to find the right balance between removing unimportant details and protecting important features when they come in multiple sizes, shapes, and contrasts. Unlike previous approaches, we address this issue from the perspective of adaptive kernel scales. Relying on patch-based statistics, our method identifies texture from structure and also finds an optimal per-pixel smoothing scale. We show that the proposed mechanism helps achieve enhanced image/texture filtering performance in terms of protecting the prominent geometric structures in the image, such as edges and corners, and keeping them sharp even after significant smoothing of the original signal.Item Adaptive Bas-relief Generation from 3D Object under Illumination(The Eurographics Association and John Wiley & Sons Ltd., 2016) Zhang, Yu-Wei; Zhang, Caiming; Wang, Wenping; Chen, Yanzhao; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiBas-relief is designed to provide 3D perception for the viewers under illumination. For the problem of bas-relief generation from 3D object, most existing methods ignore the influence of illumination on bas-relief appearance. In this paper, we propose a novel method that adaptively generate bas-reliefs with respect to illumination conditions. Given a 3D object and its target appearance, our method finds an adaptive surface that preserves the appearance of the input. We validate our approach through a variety of applications. Experimental results indicate that the proposed approach is effective in producing bas-reliefs with desired appearance under illumination.Item Automatic Modeling of Urban Facades from Raw LiDAR Point Data(The Eurographics Association and John Wiley & Sons Ltd., 2016) Wang, Jun; Xu, Yabin; Remil, Oussama; Xie, Xingyu; Ye, Nan; Wei, Mingqiang; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiModeling of urban facades from raw LiDAR point data remains active due to its challenging nature. In this paper, we propose an automatic yet robust 3D modeling approach for urban facades with raw LiDAR point clouds. The key observation is that building facades often exhibit repetitions and regularities. We hereby formulate repetition detection as an energy optimization problem with a global energy function balancing geometric errors, regularity and complexity of facade structures. As a result, repetitive structures are extracted robustly even in the presence of noise and missing data. By registering repetitive structures, missing regions are completed and thus the associated point data of structures are well consolidated. Subsequently, we detect the potential design intents (i.e., geometric constraints) within structures and perform constrained fitting to obtain the precise structure models. Furthermore, we apply structure alignment optimization to enforce position regularities and employ repetitions to infer missing structures. We demonstrate how the quality of raw LiDAR data can be improved by exploiting data redundancy, and discovering high level structural information (regularity and symmetry). We evaluate our modeling method on a variety of raw LiDAR scans to verify its robustness and effectiveness.Item Merged Multiresolution Hierarchies for Shadow Map Compression(The Eurographics Association and John Wiley & Sons Ltd., 2016) Scandolo, Leonardo; Bauszat, Pablo; Eisemann, Elmar; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiMultiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of highresolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (MMH), a novel data structure that unifies both concepts. An MMH leverages both hierarchical homogeneity exploited in MHs, as well as topological similarities exploited in DAG representations. We propose an efficient hash-based technique to quickly identify and remove redundant subtree instances in a modified relative MH representation. Our solution remains lossless and significantly improves the compression rate compared to both preceding shadow map compression algorithms, while retaining the full run-time performance of traditional MH representations.Item Planar Shape Interpolation Based On Teichmüller Mapping(The Eurographics Association and John Wiley & Sons Ltd., 2016) Nian, Xianshun; Chen, Falai; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiShape interpolation is a classical problem in computer graphics and has been widely investigated in the past two decades. Ideal shape interpolation should be natural and smooth which have good properties such as affine and conformal reproduction, bounded distortion, no fold-overs, etc. In this paper, we present a new approach for planar shape interpolation based on Teichmüller maps - a special type of maps in the class of quasi-conformal maps. The algorithm consists of two steps. In the first step, a Teichmüller map is computed from the source shape to the target shape, and then the Beltrami coefficient is interpolated such that the conformal distortion is linear with respect to the time variable. In the second step, the intermediate shape is reconstructed by solving the Beltrami equation locally over each triangle and then stitching the mapped triangles by conformal transformations. The new approach preserves all the good properties mentioned above and produces more natural and more uniform intermediate shapes than the start-of-the-art methods. Especially, the conformal distortion changes linearly with respect to the time variable. Experiment results show that our method can produce appealing results regardless of interpolating between the same or different objects.Item An Error Estimation Framework for Many-Light Rendering(The Eurographics Association and John Wiley & Sons Ltd., 2016) Nabata, Kosuke; Iwasaki, Kei; Dobashi, Yoshinori; Nishita, Tomoyuki; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiThe popularity of many-light rendering, which converts complex global illumination computations into a simple sum of the illumination from virtual point lights (VPLs), for predictive rendering has increased in recent years. A huge number of VPLs are usually required for predictive rendering at the cost of extensive computational time. While previous methods can achieve significant speedup by clustering VPLs, none of these previous methods can estimate the total errors due to clustering. This drawback imposes on users tedious trial and error processes to obtain rendered images with reliable accuracy. In this paper, we propose an error estimation framework for many-light rendering. Our method transforms VPL clustering into stratified sampling combined with confidence intervals, which enables the user to estimate the error due to clustering without the costly computing required to sum the illumination from all the VPLs. Our estimation framework is capable of handling arbitrary BRDFs and is accelerated by using visibility caching, both of which make our method more practical. The experimental results demonstrate that our method can estimate the error much more accurately than the previous clustering method.Item Visual Contrast Sensitivity and Discrimination for 3D Meshes and their Applications(The Eurographics Association and John Wiley & Sons Ltd., 2016) Nader, Georges; Wang, Kai; Hétroy-Wheeler, Franck; Dupont, Florent; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiIn this paper, we first introduce an algorithm for estimating the visual contrast on a 3D mesh. We then perform a series of psychophysical experiments to study the effects of contrast sensitivity and contrast discrimination of the human visual system for the task of differentiating between two contrasts on a 3D mesh. The results of these experiments allow us to propose a perceptual model that is able to predict whether a change in local contrast on 3D mesh, induced by a local geometric distortion, is visible or not. Finally, we illustrate the utility of the proposed perceptual model in a number of applications: we compute the Just Noticeable Distortion (JND) profile for smooth-shaded 3D meshes and use the model to guide mesh processing algorithms.Item Piecewise-planar Reconstruction of Multi-room Interiors with Arbitrary Wall Arrangements(The Eurographics Association and John Wiley & Sons Ltd., 2016) Mura, Claudio; Mattausch, Oliver; Pajarola, Renato; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiReconstructing the as-built architectural shape of building interiors has emerged in recent years as an important and challenging research problem. An effective approach must be able to faithfully capture the architectural structures and separate permanent components from clutter (e.g. furniture), while at the same time dealing with defects in the input data. For many applications, higher-level information on the environment is also required, in particular the shape of individual rooms. To solve this ill-posed problem, state-of-the-art methods assume constrained input environments with a 2.5D or, more restrictively, a Manhattan-world structure, which significantly restricts their applicability in real-world settings. We present a novel pipeline that allows to reconstruct general 3D interior architectures, significantly increasing the range of real-world architectures that can be reconstructed and labeled by any interior reconstruction method to date. Our method finds candidate permanent components by reasoning on a graph-based scene representation, then uses them to build a 3D linear cell complex that is partitioned into separate rooms through a multi-label energy minimization formulation. We demonstrate the effectiveness of our method by applying it to a variety of real-world and synthetic datasets and by comparing it to more specialized state-of-the-art approaches.Item Efficient Multi-image Correspondences for On-line Light Field Video Processing(The Eurographics Association and John Wiley & Sons Ltd., 2016) Dąbała, Łukasz; Ziegler, Matthias; Didyk, Piotr; Zilly, Frederik; Keinert, Joachim; Myszkowski, Karol; Seidel, Hans-Peter; Rokita, Przemysław; Ritschel, Tobias; Eitan Grinspun and Bernd Bickel and Yoshinori DobashiLight field videos express the entire visual information of an animated scene, but their shear size typically makes capture, processing and display an off-line process, i. e., time between initial capture and final display is far from real-time. In this paper we propose a solution for one of the key bottlenecks in such a processing pipeline, which is a reliable depth reconstruction possibly for many views. This is enabled by a novel correspondence algorithm converting the video streams from a sparse array of off-the-shelf cameras into an array of animated depth maps. The algorithm is based on a generalization of the classic multi-resolution Lucas-Kanade correspondence algorithm from a pair of images to an entire array. Special inter-image confidence consolidation allows recovery from unreliable matching in some locations and some views. It can be implemented efficiently in massively parallel hardware, allowing for interactive computations. The resulting depth quality as well as the computation performance compares favorably to other state-of-the art light field-to-depth approaches, as well as stereo matching techniques. Another outcome of this work is a data set of light field videos that are captured with multiple variants of sparse camera arrays.
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