39-Issue 1
Permanent URI for this collection
Browse
Browsing 39-Issue 1 by Issue Date
Now showing 1 - 20 of 47
Results Per Page
Sort Options
Item Visualizing Dynamics of Urban Regions Through a Geo‐Semantic Graph‐Based Method(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Wang, Yunzhe; Baciu, George; Li, Chenhui; Benes, Bedrich and Hauser, HelwigIn urban analysis, it is desirable to find regions where a primary socio‐economic activity dominates as a key endeavour. This can be accomplished by aggregating neighbouring locations where similar activities take place. However, people move and their activities change over time. Furthermore, the boundaries of regions are not stationary. Thus, it is challenging to update region divisions and track their evolution. Geo‐textual data embody geographical information and activity descriptions. We obtain changes in regional boundaries by iteratively applying a process to a sequence of latent graphs that are constructed from geo‐textual data. Region characteristics are interpreted by topics learned by the latent Dirichlet allocation model. We also propose a matching algorithm to expose region transformations between different timestamps. Interesting patterns of evolution emerge after clustering the migration trajectories of region centroids. In our visual system, users can explore the evolution of regions through animations and linked snapshots. To facilitate visual comparisons, we represent regions by hexagonal tiling that better construct arbitrary regional shapes. The effectiveness of our method is evaluated on two case studies using real‐world datasets, and a user study shows that our visual analytics system is highly effective in performing studies on such regional maps.Item Physically Based Real‐Time Rendering of Teeth and Partial Restorations(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Reischl, M.; Derzapf, E.; Guthe, M.; Benes, Bedrich and Hauser, HelwigVisually accurate real‐time rendering of teeth has many applications ranging from computer games to dental computer aided design (CAD). Similar to skin, the realistic and physically correct appearance of teeth cannot be achieved by simply using opaque diffuse textures, mainly because of the subsurface scattering behaviours of both. While both have a layered structure in common, the scattering characteristics of the teeth layers are drastically different from those of the skin, making rendering much more complicated. We present an approach which uses the Henyey–Greenstein scattering to achieve a near realistic real‐time rendering of human teeth. To simulate the multi‐layered geometry of teeth, we use standardized teeth models with dentin cores and fit them to real scanned teeth or dental restorations. By using a proxy geometry to compute the scattering, we can also render partial restorations as they would look like when attached to the remaining teeth. Finally, we compare our results to the VITA shade systems and human teeth to evaluate the visual fidelity of our approach.Item Detection and Synthesis of Full‐Body Environment Interactions for Virtual Humans(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Juarez‐Perez, A.; Kallmann, M.; Benes, Bedrich and Hauser, HelwigWe present a new methodology for enabling virtual humans to autonomously detect and perform complex full‐body interactions with their environments. Given a parameterized walking controller and a set of motion‐captured example interactions, our method is able to detect when interactions can occur and to coordinate the detected upper‐body interaction with the walking controller in order to achieve full‐body mobile interactions in similar situations. Our approach is based on learning spatial coordination features from the example motions and on associating body‐environment proximity information to the body configurations of each performed action. Body configurations become the input to a regression system, which in turn is able to generate new interactions for different situations in similar environments. The regression model is capable of selecting, encoding and replicating key spatial strategies with respect to body coordination and management of environment constraints as well as determining the correct moment in time and space for starting an interaction. As a result, we obtain an interactive controller able to detect and synthesize coordinated full‐body motions for a variety of complex interactions requiring body mobility. Our results achieve complex interactions, such as opening doors and drawing in a wide whiteboard. The presented approach introduces the concept of learning interaction coordination models that can be applied on top of any given walking controller. The obtained method is simple and flexible, it handles the detection of possible interactions and is suitable for real‐time applications.Item Visual Analysis of Missing Values in Longitudinal Cohort Study Data(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Alemzadeh, S.; Niemann, U.; Ittermann, T.; Völzke, H.; Schneider, D.; Spiliopoulou, M.; Bühler, K.; Preim, B.; Benes, Bedrich and Hauser, HelwigAttrition or dropout is the most severe missingness problem in longitudinal cohort study data where some participants do not show up for follow‐up examinations. Dropouts result in biased data and cause the reduction of 1ata set size. Moreover, they limit the power of statistical analysis and the validity of study findings. Visualization can play a strong role in analysing and displaying the missingness patterns. In this work, we present VIVID, a framework for the isual analysis of mssing alues n cohort study ata. VIVID is inspired by discussions with epidemiologists and adds visual components to their current statistics‐based approaches. VIVID provides functions for exploration, imputation and validity check of imputations. The main focus of this paper is multiple imputation to fix the missing data.Item Normal‐Based Bas‐Relief Modelling via Near‐Lighting Photometric Stereo(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Wei, M.; Song, Z.; Nie, Y.; Wu, J.; Ji, Z.; Guo, Y.; Xie, H.; Wang, J.; Wang, F. L.; Benes, Bedrich and Hauser, HelwigWe present a ear‐ighting hotometric tereo (NL‐PS) system to produce digital bas‐reliefs from a physical object (set) directly. Unlike both the 2D image and 3D model‐based modelling methods that require complicated interactions and transformations, the technique using NL‐PS is easy to use with cost‐effective hardware, providing users with a trade‐off between abstract and representation when creating bas‐reliefs. Our algorithm consists of two steps: normal map acquisition and constrained 3D reconstruction. First, we introduce a lighting model, named the uasi‐oint ighting odel (QPLM), and provide a two‐step calibration solution in our NL‐PS system to generate a dense normal map. Second, we filter the normal map into a and a , and formulate detail‐ or structure‐preserving bas‐relief modelling as a constrained surface reconstruction problem of solving a sparse linear system. The main contribution is a WYSIWYG (i.e. what you see is what you get) way of building new solvers that produces multi‐style bas‐reliefs with their geometric structures and/or details preserved. The performance of our approach is experimentally validated via comparisons with the state‐of‐the‐art methods.Item Hinted Star Coordinates for Mixed Data(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Matute, J.; Linsen, L.; Benes, Bedrich and Hauser, HelwigMixed data sets containing numerical and categorical attributes are nowadays ubiquitous. Converting them to one attribute type may lead to a loss of information. We present an approach for handling numerical and categorical attributes in a holistic view. For data sets with many attributes, dimensionality reduction (DR) methods can help to generate visual representations involving all attributes. While automatic DR for mixed data sets is possible using weighted combinations, the impact of each attribute on the resulting projection is difficult to measure. Interactive support allows the user to understand the impact of data dimensions in the formation of patterns. Star Coordinates is a well‐known interactive linear DR technique for multi‐dimensional numerical data sets. We propose to extend Star Coordinates and its initial configuration schemes to mixed data sets. In conjunction with analysing numerical attributes, our extension allows for exploring the impact of categorical dimensions and individual categories on the structure of the entire data set. The main challenge when interacting with Star Coordinates is typically to find a good configuration of the attribute axes. We propose a guided mixed data analysis based on maximizing projection quality measures by the use of recommended transformations, named hints, in order to find a proper configuration of the attribute axes.Item Issue Information(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Benes, Bedrich and Hauser, HelwigItem Fourier Analysis of Correlated Monte Carlo Importance Sampling(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Singh, Gurprit; Subr, Kartic; Coeurjolly, David; Ostromoukhov, Victor; Jarosz, Wojciech; Benes, Bedrich and Hauser, HelwigFourier analysis is gaining popularity in image synthesis as a tool for the analysis of error in Monte Carlo (MC) integration. Still, existing tools are only able to analyse convergence under simplifying assumptions (such as randomized shifts) which are not applied in practice during rendering. We reformulate the expressions for bias and variance of sampling‐based integrators to unify non‐uniform sample distributions [importance sampling (IS)] as well as correlations between samples while respecting finite sampling domains. Our unified formulation hints at fundamental limitations of Fourier‐based tools in performing variance analysis for MC integration. At the same time, it reveals that, when combined with correlated sampling, IS can impact convergence rate by introducing or inhibiting discontinuities in the integrand. We demonstrate that the convergence of multiple importance sampling (MIS) is determined by the strategy which converges slowest and propose several simple approaches to overcome this limitation. We show that smoothing light boundaries (as commonly done in production to reduce variance) can improve (M)IS convergence (at a cost of introducing a small amount of bias) since it removes discontinuities within the integration domain. We also propose practical integrand‐ and sample‐mirroring approaches which cancel the impact of boundary discontinuities on the convergence rate of estimators.Item RayCaching: Amortized Isosurface Rendering for Virtual Reality(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Nysjö, F.; Malmberg, F.; Nyström, I.; Benes, Bedrich and Hauser, HelwigReal‐time virtual reality requires efficient rendering methods to deal with high‐ resolution stereoscopic displays and low latency head‐tracking. Our proposed RayCaching method renders isosurfaces of large volume datasets by amortizing raycasting over several frames and caching primary rays as small bricks that can be efficiently rasterized. An occupancy map in form of a clipmap provides level of detail and ensures that only bricks corresponding to visible points on the isosurface are being cached and rendered. Hard shadows and ambient occlusion from secondary rays are also accumulated and stored in the cache. Our method supports real‐time isosurface rendering with dynamic isovalue and allows stereoscopic visualization and exploration of large volume datasets at framerates suitable for virtual reality applications.Item Microstructure Control in 3D Printing with Digital Light Processing(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Luongo, A.; Falster, V.; Doest, M. B.; Ribo, M. M.; Eiriksson, E. R.; Pedersen, D. B.; Frisvad, J. R.; Benes, Bedrich and Hauser, HelwigDigital light processing stereolithography is a promising technique for 3D printing. However, it offers little control over the surface appearance of the printed object. The printing process is typically layered, which leads to aliasing artefacts that affect surface appearance. An antialiasing option is to use greyscale pixel values in the layer images that we supply to the printer. This enables a kind of subvoxel growth control. We explore this concept and use it for editing surface microstructure. In other words, we modify the surface appearance of a printed object by applying a greyscale pattern to the surface voxels before sending the cross‐sectional layer images to the printer. We find that a smooth noise function is an excellent tool for varying surface roughness and for breaking the regularities that lead to aliasing. Conversely, we also present examples that introduce regularities to produce controlled anisotropic surface appearance. Our hope is that subvoxel growth control in stereolithography can lead 3D printing towards customizable surface appearance. The printing process adds what we call ground noise to the printed result. We suggest a way of modelling this ground noise to provide users with a tool for estimating a printer's ability to control surface reflectance.Item On Demand Solid Texture Synthesis Using Deep 3D Networks(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Gutierrez, J.; Rabin, J.; Galerne, B.; Hurtut, T.; Benes, Bedrich and Hauser, HelwigThis paper describes a novel approach for on demand volumetric texture synthesis based on a deep learning framework that allows for the generation of high‐quality three‐dimensional (3D) data at interactive rates. Based on a few example images of textures, a generative network is trained to synthesize coherent portions of solid textures of arbitrary sizes that reproduce the visual characteristics of the examples along some directions. To cope with memory limitations and computation complexity that are inherent to both high resolution and 3D processing on the GPU, only 2D textures referred to as ‘slices’ are generated during the training stage. These synthetic textures are compared to exemplar images a perceptual loss function based on a pre‐trained deep network. The proposed network is very light (less than 100k parameters), therefore it only requires sustainable training (i.e. few hours) and is capable of very fast generation (around a second for 256 voxels) on a single GPU. Integrated with a spatially seeded pseudo‐random number generator (PRNG) the proposed generator network directly returns a color value given a set of 3D coordinates. The synthesized volumes have good visual results that are at least equivalent to the state‐of‐the‐art patch‐based approaches. They are naturally seamlessly tileable and can be fully generated in parallel.Item RAS: A Data‐Driven Rigidity‐Aware Skinning Model For 3D Facial Animation(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Liu, S‐L.; Liu, Y.; Dong, L‐F.; Tong, X.; Benes, Bedrich and Hauser, HelwigWe present a novel data‐driven skinning model—rigidity‐aware skinning (RAS) model, for simulating both active and passive 3D facial animation of different identities in real time. Our model builds upon a linear blend skinning (LBS) scheme, where the bone set and skinning weights are shared for diverse identities and learned from the data via a sparse and localized skinning decomposition algorithm. Our model characterizes the animated face into the active expression and the passive deformation: The former is represented by an LBS‐based multi‐linear model learned from the FaceWareHouse data set, and the latter is represented by a spatially varying as‐rigid‐as‐possible deformation applied to the LBS‐based multi‐linear model, whose rigidity parameters are learned from the data by a novel rigidity estimation algorithm. Our RAS model is not only generic and expressive for faithfully modelling medium‐scale facial deformation, but also compact and lightweight for generating vivid facial animation in real time. We validate the efficiency and effectiveness of our RAS model for real‐time 3D facial animation and expression editing.Item Simulating the Evolution of Ancient Fortified Cities(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Mas, Albert; Martin, Ignacio; Patow, Gustavo; Benes, Bedrich and Hauser, HelwigAncient cities and castles are ubiquitous cultural heritage structures all over Europe, and countless digital creations (e.g. movies and games) use them for storytelling. However, they got little or no attention in the computer graphics literature. This paper aims to close the gap between historical and geometrical modelling, by presenting a framework that allows the forward and inverse design of ancient city (e.g. castles and walled cities) evolution along history. The main component is an interactive loop that cycles over a number of years simulating the evolution of a city. The user can define events, such as battles, city growth, wall creations or expansions, or any other historical event. Firstly, cities (or castles) and their walls are created, and, later on, expanded to encompass civil or strategic facilities to protect. In our framework, battle simulations are used to detect weaknesses and strengthen them, evolving to accommodate to developments in offensive weaponry. We conducted both forward and inverse design tests on three different scenarios: the city of Carcassone (France), the city of Gerunda (Spain) and the Ciutadella in ancient Barcelona. All the results have been validated by historians who helped fine‐tune the different parameters involved in the simulations.Item Visualizing the Stability of 2D Point Sets from Dimensionality Reduction Techniques(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Reinbold, Christian; Kumpf, Alexander; Westermann, Rüdiger; Benes, Bedrich and Hauser, HelwigWe use ‐order Voronoi diagrams to assess the stability of ‐neighbourhoods in ensembles of 2D point sets, and apply it to analyse the robustness of a dimensionality reduction technique to variations in its input configurations. To measure the stability of ‐neighbourhoods over the ensemble, we use cells in the ‐order Voronoi diagrams, and consider the smallest coverings of corresponding points in all point sets to identify coherent point subsets with similar neighbourhood relations. We further introduce a pairwise similarity measure for point sets, which is used to select a subset of representative ensemble members via the PageRank algorithm as an indicator of an individual member's value. The stability information is embedded into the ‐order Voronoi diagrams of the representative ensemble members to emphasize coherent point subsets and simultaneously indicate how stable they lie together in all point sets. We use the proposed technique for visualizing the robustness of t‐distributed stochastic neighbour embedding and multi‐dimensional scaling applied to high‐dimensional data in neural network layers and multi‐parameter cloud simulations.Item The Matchstick Model for Anisotropic Friction Cones(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Erleben, K.; Macklin, M.; Andrews, S.; Kry, P. G.; Benes, Bedrich and Hauser, HelwigInspired by frictional behaviour that is observed when sliding matchsticks against one another at different angles, we propose a phenomenological anisotropic friction model for structured surfaces. Our model interpolates isotropic and anisotropic elliptical Coulomb friction parameters for a pair of surfaces with perpendicular and parallel structure directions (e.g. the wood grain direction). We view our model as a special case of an abstract friction model that produces a cone based on state information, specifically the relationship between structure directions. We show how our model can be integrated into LCP and NCP‐based simulators using different solvers with both explicit and fully implicit time‐integration. The focus of our work is on symmetric friction cones, and we therefore demonstrate a variety of simulation scenarios where the friction structure directions play an important part in the resulting motions. Consequently, authoring of friction using our model is intuitive and we demonstrate that our model is compatible with standard authoring practices, such as texture mapping.Item Efficient Homology‐Preserving Simplification of High‐Dimensional Simplicial Shapes(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Fellegara, Riccardo; Iuricich, Federico; De Floriani, Leila; Fugacci, Ulderico; Benes, Bedrich and Hauser, HelwigSimplicial complexes are widely used to discretize shapes. In low dimensions, a 3D shape is represented by discretizing its boundary surface, encoded as a triangle mesh, or by discretizing the enclosed volume, encoded as a tetrahedral mesh. High‐dimensional simplicial complexes have recently found their application in topological data analysis. Topological data analysis aims at studying a point cloud P, possibly embedded in a high‐dimensional metric space, by investigating the topological characteristics of the simplicial complexes built on P. Analysing such complexes is not feasible due to their size and dimensions. To this aim, the idea of simplifying a complex while preserving its topological features has been proposed in the literature. Here, we consider the problem of efficiently simplifying simplicial complexes in arbitrary dimensions. We provide a new definition for the edge contraction operator, based on a top‐based data structure, with the objective of preserving structural aspects of a simplicial shape (i.e., its homology), and a new algorithm for verifying the link condition on a top‐based representation. We implement the simplification algorithm obtained by coupling the new edge contraction and the link condition on a specific top‐based data structure, that we use to demonstrate the scalability of our approach.Item A Survey on Visual Traffic Simulation: Models, Evaluations, and Applications in Autonomous Driving(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Chao, Qianwen; Bi, Huikun; Li, Weizi; Mao, Tianlu; Wang, Zhaoqi; Lin, Ming C.; Deng, Zhigang; Benes, Bedrich and Hauser, HelwigVirtualized traffic via various simulation models and real‐world traffic data are promising approaches to reconstruct detailed traffic flows. A variety of applications can benefit from the virtual traffic, including, but not limited to, video games, virtual reality, traffic engineering and autonomous driving. In this survey, we provide a comprehensive review on the state‐of‐the‐art techniques for traffic simulation and animation. We start with a discussion on three classes of traffic simulation models applied at different levels of detail. Then, we introduce various data‐driven animation techniques, including existing data collection methods, and the validation and evaluation of simulated traffic flows. Next, we discuss how traffic simulations can benefit the training and testing of autonomous vehicles. Finally, we discuss the current states of traffic simulation and animation and suggest future research directions.Item Image‐Based Tree Variations(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Argudo, Oscar; Andújar, Carlos; Chica, Antoni; Benes, Bedrich and Hauser, HelwigThe automatic generation of realistic vegetation closely reproducing the appearance of specific plant species is still a challenging topic in computer graphics. In this paper, we present a new approach to generate new tree models from a small collection of frontal RGBA images of trees. The new models are represented either as single billboards (suitable for still image generation in areas such as architecture rendering) or as billboard clouds (providing parallax effects in interactive applications). Key ingredients of our method include the synthesis of new contours through convex combinations of exemplar countours, the automatic segmentation into crown/trunk classes and the transfer of RGBA colour from the exemplar images to the synthetic target. We also describe a fully automatic approach to convert a single tree image into a billboard cloud by extracting superpixels and distributing them inside a silhouette‐defined 3D volume. Our algorithm allows for the automatic generation of an arbitrary number of tree variations from minimal input, and thus provides a fast solution to add vegetation variety in outdoor scenes.Item Synthesizing Character Animation with Smoothly Decomposed Motion Layers(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Eom, Haegwang; Choi, Byungkuk; Cho, Kyungmin; Jung, Sunjin; Hong, Seokpyo; Noh, Junyong; Benes, Bedrich and Hauser, HelwigThe processing of captured motion is an essential task for undertaking the synthesis of high‐quality character animation. The motion decomposition techniques investigated in prior work extract meaningful motion primitives that help to facilitate this process. Carefully selected motion primitives can play a major role in various motion‐synthesis tasks, such as interpolation, blending, warping, editing or the generation of new motions. Unfortunately, for a complex character motion, finding generic motion primitives by decomposition is an intractable problem due to the compound nature of the behaviours of such characters. Additionally, decomposed motion primitives tend to be too limited for the chosen model to cover a broad range of motion‐synthesis tasks. To address these challenges, we propose a generative motion decomposition framework in which the decomposed motion primitives are applicable to a wide range of motion‐synthesis tasks. Technically, the input motion is smoothly decomposed into three motion layers. These are base‐level motion, a layer with controllable motion displacements and a layer with high‐frequency residuals. The final motion can easily be synthesized simply by changing a single user parameter that is linked to the layer of controllable motion displacements or by imposing suitable temporal correspondences to the decomposition framework. Our experiments show that this decomposition provides a great deal of flexibility in several motion synthesis scenarios: denoising, style modulation, upsampling and time warping.Item Example‐Based Colourization Via Dense Encoding Pyramids(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Xiao, Chufeng; Han, Chu; Zhang, Zhuming; Qin, Jing; Wong, Tien‐Tsin; Han, Guoqiang; He, Shengfeng; Benes, Bedrich and Hauser, HelwigWe propose a novel deep example‐based image colourization method called dense encoding pyramid network. In our study, we define the colourization as a multinomial classification problem. Given a greyscale image and a reference image, the proposed network leverages large‐scale data and then predicts colours by analysing the colour distribution of the reference image. We design the network as a pyramid structure in order to exploit the inherent multi‐scale, pyramidal hierarchy of colour representations. Between two adjacent levels, we propose a hierarchical decoder–encoder filter to pass the colour distributions from the lower level to higher level in order to take both semantic information and fine details into account during the colourization process. Within the network, a novel parallel residual dense block is proposed to effectively extract the local–global context of the colour representations by widening the network. Several experiments, as well as a user study, are conducted to evaluate the performance of our network against state‐of‐the‐art colourization methods. Experimental results show that our network is able to generate colourful, semantically correct and visually pleasant colour images. In addition, unlike fully automatic colourization that produces fixed colour images, the reference image of our network is flexible; both natural images and simple colour palettes can be used to guide the colourization.
- «
- 1 (current)
- 2
- 3
- »