25-Issue 3
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Item Volume-Surface Trees(The Eurographics Association and Blackwell Publishing, Inc, 2006) Boubekeur, Tamy; Heidrich, Wolfgang; Granier, Xavier; Schlick, ChristopheMany algorithms in computer graphics improve their efficiency by using Hierarchical Space Subdivision Schemes (HS3), such as octrees, kD-trees or BSP trees. Such HS3 usually provide an axis-aligned subdivision of the 3D space embedding a scene or an object. However, the purely volume-based behavior of these schemes often leads to strongly imbalanced surface clustering. In this article, we introduce the VS-Tree, an alternative HS3 providing efficient and accurate surface-based hierarchical clustering via a combination of a global 3D decomposition at coarse subdivision levels, and a local 2D decomposition at fine levels near the surface. First, we show how to efficiently construct VS-Trees over meshes and point-based surfaces, and analyze the improvement it offers for cluster-based surface simplification methods. Then we propose a new surface reconstruction algorithm based on the volume-surface classification of the VS-Tree. This new algorithm is faster than state-of-the-art reconstruction methods and provides a final semi-regular mesh comparable to the output of remeshing algorithms.Item Optimizing Control Variate Estimators for Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2006) Fan, Shaohua; Chenney, Stephen; Hu, Bo; Tsui, Kam-Wah; Lai, Yu-chiItem Latent Doodle Space(The Eurographics Association and Blackwell Publishing, Inc, 2006) Baxter, William; Anjyo, Ken-ichiWe propose the concept of a latent doodle space, a low-dimensional space derived from a set of input doodles, or simple line drawings. The latent space provides a foundation for generating new drawings that are similar, but not identical to, the input examples. The two key components of this technique are 1) a heuristic algorithm for finding stroke correspondences between the drawings, and 2) the use of latent variable methods to automatically extract a low-dimensional latent doodle space from the inputs. We present two practical applications that demonstrate the utility of this idea: first, a randomized stamp tool that creates a different image on every usage; and second, personalized probabilistic fonts, a handwriting synthesis technique that mimics the idiosyncrasies of one s own handwriting.Keywords: sketch, by-example, style learning, scattered data interpolation, principal component analysis, radial basis functions, Gaussian processes, digital in-betweening, handwriting synthesisItem Computing discrete shape operators on general meshes(The Eurographics Association and Blackwell Publishing, Inc, 2006) Grinspun, Eitan; Gingold, Yotam; Reisman, Jason; Zorin, DenisDiscrete curvature and shape operators, which capture complete information about directional curvatures at a point, are essential in a variety of applications: simulation of deformable two-dimensional objects, variational modeling and geometric data processing. In many of these applications, objects are represented by meshes. Currently, a spectrum of approaches for formulating curvature operators for meshes exists, ranging from highly accurate but computationally expensive methods used in engineering applications to efficient but less accurate techniques popular in simulation for computer graphics.We propose a simple and efficient formulation for the shape operator for variational problems on general meshes, using degrees of freedom associated with normals. On the one hand, it is similar in its simplicity to some of the discrete curvature operators commonly used in graphics; on the other hand, it passes a number of important convergence tests and produces consistent results for different types of meshes and mesh refinement.Item Competing Fronts for Coarse-to-Fine Surface Reconstruction(The Eurographics Association and Blackwell Publishing, Inc, 2006) Sharf, Andrei; Lewiner, Thomas; Shamir, Ariel; Kobbelt, Leif; Cohen-Or, DanielWe present a deformable model to reconstruct a surface from a point cloud. The model is based on an explicit mesh representation composed of multiple competing evolving fronts. These fronts adapt to the local feature size of the target shape in a coarse-to-fine manner. Hence, they approach towards the finer (local) features of the target shape only after the reconstruction of the coarse (global) features has been completed. This conservative approach leads to a better control and interpretation of the reconstructed topology. The use of an explicit representation for the deformable model guarantees water-tightness and simple tracking of topological events. Furthermore, the coarse-to-fine nature of reconstruction enables adaptive handling of non-homogenous sample density, including robustness to missing data in defected areas.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Digitizing and scanning.Keywords: surface reconstruction, deformable modelsItem Cache-Efficient Layouts of Bounding Volume Hierarchies(The Eurographics Association and Blackwell Publishing, Inc, 2006) Yoon, Sung-Eui; Manocha, DineshItem Easy Matting - A Stroke Based Approach for Continuous Image Matting(The Eurographics Association and Blackwell Publishing, Inc, 2006) Guan, Yu; Chen, Wei; Liang, Xiao; Ding, Ziang; Peng, QunshengWe propose an iterative energy minimization framework for interactive image matting. Our approach is easy in the sense that it is fast and requires only few user-specified strokes for marking the foreground and background. Beginning with the known region, we model the unknown region as a Markov Random Field (MRF) and formulate its energy in each iteration as the combination of one data term and one smoothness term. By automatically adjusting the weights of both terms during the iterations, the first-order continuous and feature-preserving result is rapidly obtained with several iterations. The energy optimization can be further performed in selected local regions for refined results. We demonstrate that our energy-driven scheme can be extended to video matting, with which the spatio-temporal smoothness is faithfully preserved. We show that the proposed approach outperforms previous methods in terms of both the quality and performance for quite challenging examples.Item Real-Time Weighted Pose-Space Deformation on the GPU(The Eurographics Association and Blackwell Publishing, Inc, 2006) Rhee, Taehyun; Lewis, J.P.; Neumann, UlrichWPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation. The per-vertex computation required in WPSD can be parallelized in a SIMD (Single Instruction Multiple Data) manner and implemented on a GPU. While such vertex-parallel computation is often done on the GPU vertex processors, further parallelism can potentially be obtained by using the fragment processors. In this paper, we develop a parallel deformation method using the GPU fragment processors. Joint weights for each vertex are automatically calculated from sample poses, thereby reducing manual effort and enhancing the quality of WPSD as well as SSD (Skeletal Subspace Deformation). We show sufficient speed-up of SSD, PSD (Pose Space Deformation) and WPSD to make them suitable for real-time applications.Categories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Hardware Architecture-Parallel processing, I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling-Curve, surface, solid and object modeling, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Animation.Item Bayesian Point Cloud Reconstruction(The Eurographics Association and Blackwell Publishing, Inc, 2006) Jenke, P.; Wand, M.; Bokeloh, M.; Schilling, A.; Strasser, W.In this paper, we propose a novel surface reconstruction technique based on Bayesian statistics: The measurement process as well as prior assumptions on the measured objects are modeled as probability distributions and Bayes rule is used to infer a reconstruction of maximum probability. The key idea of this paper is to define both measurements and reconstructions as point clouds and describe all statistical assumptions in terms of this finite dimensional representation. This yields a discretization of the problem that can be solved using numerical optimization techniques. The resulting algorithm reconstructs both topology and geometry in form of a well-sampled point cloud with noise removed. In a final step, this representation is then converted into a triangle mesh. The proposed approach is conceptually simple and easy to extend. We apply the approach to reconstruct piecewise-smooth surfaces with sharp features and examine the performance of the algorithm on different synthetic and real-world data sets.Categories and Subject Descriptors (according to ACM CCS): I.5.1 [Models]: Statistical; I.3.5 [Computer Graphics]: Curve, surface, solid and object representationsItem Topological Structures in Two-Parameter-Dependent 2D Vector Fields(The Eurographics Association and Blackwell Publishing, Inc, 2006) Weinkauf, T.; Theisel, H.; Hege, H.-C.; Seidel, H.-P.In this paper we extract and visualize the topological skeleton of two-parameter-dependent vector fields. This kind of vector data depends on two parameter dimensions, for instance physical time and a scale parameter. We show that two important classes of local bifurcations - fold and Hopf bifurcations - build line structures for which we present an approach to extract them. Furthermore we show that new kinds of structurally stable local bifurcations exist for this data, namely fold-fold and Hopf-fold bifurcations. We present a complete classification of them. We apply our topological extraction method to analyze a number of two-parameter-dependent vector fields with different physical interpretations of the two additional dimensions.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Line and Curve Generation I.3.3 [Computer Graphics]: Picture/Image GenerationItem Virtual Garments: A Fully Geometric Approach for Clothing Design(The Eurographics Association and Blackwell Publishing, Inc, 2006) Decaudin, Philippe; Julius, Dan; Wither, Jamie; Boissieux, Laurence; Sheffer, Alla; Cani, Marie-PauleModeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling the min 3D, and then performing a physically-based simulation. The latter accounts for gravity and collisions to compute the rest shape of the garment, with the adequate folds and wrinkles.This paper presents a more intuitive way to design virtual clothing. We start with a 2D sketching system in which the user draws the contours and seam-lines of the garment directly on a virtual mannequin. Our system then converts the sketch into an initial 3D surface using an existing method based on a precomputed distance field around the mannequin. The system then splits the created surface into different panels delimited by the seam-lines. The generated panels are typically not developable. However, the panels of a realistic garment must be developable, since each panel must unfold into a 2D sewing pattern. Therefore our system automatically approximates each panel with a developable surface, while keeping them assembled along the seams. This process allows us to output the corresponding sewing patterns.The last step of our method computes a natural rest shape for the 3D garment, including the folds due to the collisions with the body and gravity. The folds are generated using procedural modeling of the buckling phenomena observed in real fabric. The result of our algorithm consists of a realistic looking 3D mannequin dressed in the designed garment and the 2D patterns which can be used for distortion free texture mapping. The patterns we create also allow us to sew real replicas of the virtual garments.Keywords: Geometric modeling of garments, developable surfaces, procedural models, buckling.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computing Methodologies/Computer Graphics]: Surface representations, I.3.7 [Computing Methodologies/Computer Graphics]: Three-dimensional graphics and realismItem GPU-based Collision Detection for Deformable Parameterized Surfaces(The Eurographics Association and Blackwell Publishing, Inc, 2006) Gress, Alexander; Guthe, Michael; Klein, ReinhardBased on the potential of current programmable GPUs, recently several approaches were developed that use the GPU to calculate deformations of surfaces like the folding of cloth or to convert higher level geometry to renderable primitives like NURBS or subdivision surfaces. These algorithms are realized as a per-frame operation and take advantage of the parallel processing power of the GPU. Unfortunately, an efficient accurate collision detection, that is necessary for the simulation itself or for the interaction with and editing of the objects, can currently not be integrated seamlessly into these GPU-based approaches without switching back to the CPU. In this paper we describe a novel GPU-based collision detection method for deformable parameterized surfaces that can easily be combined with the aforementioned approaches. Representing the individual parameterized surfaces by stenciled geometry images allows to generate GPU-optimized bounding volume hierarchies in real-time that serve as a basis for an optimized GPU-based hierarchical collision detection algorithm. As a test case we applied our algorithm to the collision detection of deformable trimmed NURBS models, which is an important problem in industry. For the trimming and tessellation of the NURBS on the GPU we used a recent approach [GBK05] and combined it with our collision detection algorithm. This way we are able to render and check collisions for deformable models consisting of several thousands of trimmed NURBS patches in real-time.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling-Geometric algorithms, languages, and systems; Splines; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Virtual realityItem Stroke Pattern Analysis and Synthesis(The Eurographics Association and Blackwell Publishing, Inc, 2006) Barla, Pascal; Breslav, Simon; Thollot, Joelle; Sillion, Francois; Markosian, LeeWe present a synthesis technique that can automatically generate stroke patterns based on a user-specified reference pattern. Our method is an extension of texture synthesis techniques to vector-based patterns. Such an extension requires (a) an analysis of the pattern properties to extract meaningful pattern elements (defined as clusters of strokes) and (b) a synthesis algorithm based on similarities in the detected stroke clusters. Our method is based on results from human vision research concerning perceptual organization. The resulting synthesized patterns effectively reproduce the properties of the input patterns, and can be used to fill both 1D paths and 2D regions.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture I.3.4 [Computer Graphics]: Paint systemsItem Implicit Surface Modelling with a Globally Regularised Basis of Compact Support(The Eurographics Association and Blackwell Publishing, Inc, 2006) Walder, C.; Schoelkopf, B.; Chapelle, O.We consider the problem of constructing a globally smooth analytic function that represents a surface implicitly by way of its zero set, given sample points with surface normal vectors.The contributions of the paper include a novel means of regularising multi-scale compactly supported basis functions that leads to the desirable interpolation properties previously only associated with fully supported bases. We also provide a regularisation framework for simpler and more direct treatment of surface normals, along with a corresponding generalisation of the representer theorem lying at the core of kernel-based machine learning methods.We demonstrate the techniques on 3D problems of up to 14 million data points, as well as 4D time series data and four-dimensional interpolation between three-dimensional shapes.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Curve, surface, solid, and object representationsItem A Predictive Light Transport Model for the Human Iris(The Eurographics Association and Blackwell Publishing, Inc, 2006) W.Y. Lam, Michael; V.G. Baranoski, GladimirRecently, light interactions with organic matter have become the object of detailed investigations by image synthesis researchers. Besides allowing these materials to be rendered in a more intuitive manner, these efforts aim to extend the scope of computer graphics applications to areas such as applied optics and biomedical imaging. There are, however, organic materials that still lack predictive simulation solutions. Among these, the ocular tissues, especially those forming the human iris, pose the most challenging modeling problems which are often associated with data scarcity. In this paper, we describe the first biophysically-based light transport model for the human iris ever presented in the scientific literature. The proposed model algorithmically simulates the light scattering and absorption processes occurring within the iridal tissues, and computes the spectral radiometric responses of these tissues. Its design is based on the current scientific understanding of the iridal morphological and optical characteristics, and it is controlled by parameters directly related to these biophysical attributes. The accuracy and predictability of the spectral results provided by the model are evaluated through comparisons with actual measured iridal data, and its integration into rendering frameworks is illustrated through the generation of images depicting iridal chromatic variations.Categories and Subject Descriptors (according to ACM CCS): I.3.8 [Computer Graphics]: ApplicationsItem A Robust Two-Step Procedure for Quad-Dominant Remeshing(The Eurographics Association and Blackwell Publishing, Inc, 2006) Marinov, Martin; Kobbelt, LeifWe propose a new technique for quad-dominant remeshing which separates the local regularity requirements from the global alignment requirements by working in two steps. In the first step, we apply a slight variant of variational shape approximation in order to segment the input mesh into patches which capture the global structure of the processed object. Then we compute an optimized quad-mesh for every patch by generating a finite set of candidate curves and applying a combinatorial optimization procedure. Since the optimization is performed independently for each patch, we can afford more complex operations while keeping the overall computation times at a reasonable level. Our quad-meshing technique is robust even for noisy meshes and meshes with isotropic or flat regions since it does not rely on the generation of curves by integration along estimated principal curvature directions. Instead we compute a conformal parametrization for each patch and generate the quad-mesh from curves with minimum bending energy in the 2D parameter domain. Mesh consistency between patches is guaranteed by simply using the same set of sample points along the common boundary curve. The resulting quad-meshes are of high-quality locally (shape of the quads) as well as globally (global alignment) which allows us to even generate fairly coarse quad-meshes that can be used as Catmull-Clark control meshes.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Geometric algorithms, languages, and systemsItem Projective Alpha Colour(The Eurographics Association and Blackwell Publishing, Inc, 2006) Willis, PhilipAlpha colours were introduced for image compositing, using a pixel coverage model. Algebraically they resemble homogeneous coordinates, widely used in projective geometry calculations. We show why this is the case. This allows us to extend alpha beyond compositing, to all colour calculations regardless of whether pixels are involved and without the need for a coverage model. Our approach includes multi-channel spectral calculations and removes the need for 7 channel and 6 channel alpha colour operations. It provides a unified explanation of pre-multiplied and non pre-multiplied colours, including negative coordinates and infinite points in colour space. It permits filter and illumination operations. It unifies the three existing significant compositing models in a single framework. It achieves this with a physically-plausible energy basis.Keywords: projective geometry, homogeneous coordinates, image compositing, alpha blending, alpha compositing, colour representation, filtering, spectral colour, projective alpha colourItem Splicing Upper-Body Actions with Locomotion(The Eurographics Association and Blackwell Publishing, Inc, 2006) Heck, Rachel; Kovar, Lucas; Gleicher, MichaelThis paper presents a simple and efficient technique for synthesizing high-fidelity motions by attaching, or splicing, the upper-body action of one motion example to the lower-body locomotion of another. Existing splicing algorithms do little more than copy degrees of freedom (DOFs) from one motion onto another. This naive DOF replacement can produce unrealistic results because it ignores both physical and stylistic correlations between various joints in the body. Our approach uses spatial and temporal relationships found within the example motions to retain the overall posture of the upper-body action while adding secondary motion details appropriate to the timing and configuration of the lower body. By decoupling upper-body action from lower-body locomotion, our motion synthesis technique allows example motions to be captured independently and later combined to create new natural looking motions.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: AnimationItem Semantic Photo Synthesis(The Eurographics Association and Blackwell Publishing, Inc, 2006) Johnson, M.; Brostow, G. J.; Shotton, J.; Arandjelovic, O.; Kwatra, V.; Cipolla, R.Composite images are synthesized from existing photographs by artists who make concept art, e.g., storyboards for movies or architectural planning. Current techniques allow an artist to fabricate such an image by digitally splicing parts of stock photographs. While these images serve mainly to quickly convey how a scene should look, their production is laborious. We propose a technique that allows a person to design a new photograph with substantially less effort. This paper presents a method that generates a composite image when a user types in nouns, such as boat and sand. The artist can optionally design an intended image by specifying other constraints. Our algorithm formulates the constraints as queries to search an automatically annotated image database. The desired photograph, not a collage, is then synthesized using graph-cut optimization, optionally allowing for further user interaction to edit or choose among alternative generated photos. An implementation of our approach, shown in the associated video, demonstrates our contributions of (1) a method for creating specific images with minimal human effort, and (2) a combined algorithm for automatically building an image library with semantic annotations from any photo collection.Item C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2006) Gobbetti, E.; Marton, F.; Cignoni, P.; Di Benedetto, M.; Ganovelli, F.We describe a compressed multiresolution representation for supporting interactive rendering of very large planar and spherical terrain surfaces. The technique, called Compressed Batched Dynamic Adaptive Meshes (C-BDAM), is an extension of the BDAM and P-BDAM chunked level-of-detail hierarchy. In the C-BDAM approach, all patches share the same regular triangulation connectivity and incrementally encode their vertex attributes using a quantized representation of the difference with respect to values predicted from the coarser level. The structure provides a number of benefits: simplicity of data structures, overall geometric continuity for planar and spherical domains, support for variable resolution input data, management of multiple vertex attributes, efficient compression and fast construction times, ability to support maximum-error metrics, real-time decompression and shaded rendering with configurable variable level-of-detail extraction, and runtime detail synthesis. The efficiency of the approach and the achieved compression rates are demonstrated on a number of test cases, including the interactive visualization of a 29 gigasample reconstruction of the whole planet Earth created from high resolution SRTM data.Categories and Subject Descriptors (according toACMCCS): I.3.3 [Computer Graphics]: Picture and Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism.
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