Volume 32 (2013)
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Item A Visual Approach to Investigating Shared and Global Memory Behavior of CUDA Kernels(The Eurographics Association and Blackwell Publishing Ltd., 2013) Rosen, Paul; B. Preim, P. Rheingans, and H. TheiselWe present an approach to investigate the memory behavior of a parallel kernel executing on thousands of threads simultaneously within the CUDA architecture. Our top-down approach allows for quickly identifying any significant differences between the execution of the many blocks and warps. As interesting warps are identified, we allow further investigation of memory behavior by visualizing the shared memory bank conflicts and global memory coalescence, first with an overview of a single warp with many operations and, subsequently, with a detailed view of a single warp and a single operation. We demonstrate the strength of our approach in the context of a parallel matrix transpose kernel and a parallel 1D Haar Wavelet transform kernel.Item Constrainable Multigrid for Cloth(The Eurographics Association and Blackwell Publishing Ltd., 2013) Jeon, Inyong; Choi, Kwang-Jin; Kim, Tae-Yong; Choi, Bong-Ouk; Ko, Hyeong-Seok; B. Levy, X. Tong, and K. YinWe present a new technique which can handle both point and sliding constraints in the multigrid (MG) framework. Although the MG method can theoretically perform as fast as O(N), the development of a clothing simulator based on the MG method calls for solving an important technical challenge: handling the constraints. Resolving constrains has been difficult in MG because there has been no clear way to transfer the constraints existing in the finest level mesh to the coarser level meshes. This paper presents a new formulation based on soft constraints, which can coarsen the constraints defined in the finest level to the coarser levels. Experiments are performed which show that the proposed method can solve the linear system up to 4-9 times faster in comparison with the modified preconditioned conjugate gradient method (MPCG) without quality degradation. The proposed method is easy to implement and can be straightforwardly applied to existing clothing simulators which are based on implicit time integration.Item Visualization Mosaics for Multivariate Visual Exploration(The Eurographics Association and Blackwell Publishing Ltd., 2013) MacNeil, S.; Elmqvist, N.; Holly Rushmeier and Oliver DeussenWe present a new model for creating composite visualizations of multidimensional data sets using simple visual representations such as point charts, scatterplots and parallel coordinates as components. Each visual representation is contained in a tile, and the tiles are arranged in a mosaic of views using a space‐filling slice‐and‐dice layout. Tiles can be created, resized, split or merged using a versatile set of interaction techniques, and the visual representation of individual tiles can also be dynamically changed to another representation. Because each tile is self‐contained and independent, it can be implemented in any programming language, on any platform and using any visual representation. We also propose a formalism for expressing visualization mosaics. A Web‐based implementation called MosaicJS supporting multidimensional visual exploration showcases the versatility of the concept and illustrates how it can be used to integrate visualization components provided by different toolkits.We present a new model for creating composite visualizations of multidimensional datasets using simple visual representations such as point charts, scatterplots, and parallel coordinates as components. Each visual representation is contained in a tile, and the tiles are arranged in a mosaic of views using a space‐filling slice‐and‐dice layout. Tiles can be created, resized, split, or merged using a versatile set of interaction techniques, and the visual representation of individual tiles can also be dynamically changed to another representation. Because each tile is self‐contained and independent, it can be implemented in any programming language, on any platform, and using any visual representation.Item Multiplane Video Stabilization(The Eurographics Association and Blackwell Publishing Ltd., 2013) Wang, Zhong-Qiang; Zhang, Lei; Huang, Hua; B. Levy, X. Tong, and K. YinThis paper presents a novel video stabilization approach by leveraging the multiple planes structure of video scene to stabilize inter-frame motion. As opposed to previous stabilization procedure operating in a single plane, our approach primarily deals with multiplane videos and builds their multiple planes structure for performing stabilization in respective planes. Hence, a robust plane detection scheme is devised to detect multiple planes by classifying feature trajectories according to reprojection errors generated by plane induced homographies. Then, an improved planar stabilization technique is applied by conforming to the compensated homography in each plane. Finally, multiple stabilized planes are coherently fused by content-preserving image warps to obtain the output stabilized frames. Our approach does not need any stereo reconstruction, yet is able to produce commendable results due to awareness of multiple planes structure in the stabilization. Experimental results demonstrate the effectiveness and efficiency of our approach to robust stabilization on multiplane videos.Item Rendering Gigaray Light Fields(The Eurographics Association and Blackwell Publishing Ltd., 2013) Birklbauer, Clemens; Opelt, Simon; Bimber, Oliver; I. Navazo, P. PoulinWe present a caching framework with a novel probability-based prefetching and eviction strategy applied to atomic cache units that enables interactive rendering of gigaray light fields. Further, we describe two new use cases that are supported by our framework: panoramic light fields, including a robust imaging technique and an appropriate parameterization scheme for real-time rendering and caching; and light-field-cached volume rendering, which supports interactive exploration of large volumetric datasets using light-field rendering. We consider applications such as light-field photography and the visualization of large image stacks from modern scanning microscopes.Item Discrete Line Congruences for Shading and Lighting(The Eurographics Association and Blackwell Publishing Ltd., 2013) Wang, Jun; Jiang, Caigui; Bompas, Philippe; Wallner, Johannes; Pottmann, Hellmut; Yaron Lipman and Hao ZhangTwo-parameter families of straight lines (line congruences) are implicitly present in graphics and geometry processing in several important ways including lighting and shape analysis. In this paper we make them accessible to optimization and geometric computing, by introducing a general discrete version of congruences based on piecewise-linear correspondences between triangle meshes. Our applications of congruences are based on the extraction of a so-called torsion-free support structure, which is a procedure analogous to remeshing a surface along its principal curvature lines. A particular application of such structures are freeform shading and lighting systems for architecture. We combine interactive design of such systems with global optimization in order to satisfy geometric constraints. In this way we explore a new area where architecture can greatly benefit from graphics.Item Evaluation of Tone Mapping Operators for HDR-Video(The Eurographics Association and Blackwell Publishing Ltd., 2013) Eilertsen, Gabriel; Wanat, Robert; Mantiuk, Rafal K.; Unger, Jonas; B. Levy, X. Tong, and K. YinEleven tone-mapping operators intended for video processing are analyzed and evaluated with camera-captured and computer-generated high-dynamic-range content. After optimizing the parameters of the operators in a formal experiment, we inspect and rate the artifacts (flickering, ghosting, temporal color consistency) and color rendition problems (brightness, contrast and color saturation) they produce. This allows us to identify major problems and challenges that video tone-mapping needs to address. Then, we compare the tone-mapping results in a pair-wise comparison experiment to identify the operators that, on average, can be expected to perform better than the others and to assess the magnitude of differences between the best performing operators.Item ViviSection: Skeleton-based Volume Editing(The Eurographics Association and Blackwell Publishing Ltd., 2013) Karimov, Alexey; Mistelbauer, Gabriel; Schmidt, Johanna; Mindek, Peter; Schmidt, Elisabeth; Sharipov, Timur; Bruckner, Stefan; Gröller, Eduard; B. Preim, P. Rheingans, and H. TheiselVolume segmentation is important in many applications, particularly in the medical domain. Most segmentation techniques, however, work fully automatically only in very restricted scenarios and cumbersome manual editing of the results is a common task. In this paper, we introduce a novel approach for the editing of segmentation results. Our method exploits structural features of the segmented object to enable intuitive and robust correction and verification. We demonstrate that our new approach can significantly increase the segmentation quality even in difficult cases such as in the presence of severe pathologies.Item Capturing Relightable Human Performances under General Uncontrolled Illumination(The Eurographics Association and Blackwell Publishing Ltd., 2013) Li, Guannan; Wu, Chenglei; Stoll, Carsten; Liu, Yebin; Varanasi, Kiran; Dai, Qionghai; Theobalt, Christian; I. Navazo, P. PoulinWe present a novel approach to create relightable free-viewpoint human performances from multi-view video recorded under general uncontrolled and uncalibated illumination.We first capture a multi-view sequence of an actor wearing arbitrary apparel and reconstruct a spatio-temporal coherent coarse 3D model of the performance using a marker-less tracking approach. Using these coarse reconstructions, we estimate the low-frequency component of the illumination in a spherical harmonics (SH) basis as well as the diffuse reflectance, and then utilize them to estimate the dynamic geometry detail of human actors based on shading cues. Given the high-quality time-varying geometry, the estimated illumination is extended to the all-frequency domain by re-estimating it in the wavelet basis. Finally, the high-quality all-frequency illumination is utilized to reconstruct the spatially-varying BRDF of the surface. The recovered time-varying surface geometry and spatially-varying non-Lambertian reflectance allow us to generate high-quality model-based free view-point videos of the actor under novel illumination conditions. Our method enables plausible reconstruction of relightable dynamic scene models without a complex controlled lighting apparatus, and opens up a path towards relightable performance capture in less constrained environments and using less complex acquisition setups.Item Pose Space Image Based Rendering(The Eurographics Association and Blackwell Publishing Ltd., 2013) Hilsmann, Anna; Fechteler, Philipp; Eisert, Peter; I. Navazo, P. PoulinThis paper introduces a new image-based rendering approach for articulated objects with complex pose-dependent appearance, such as clothes. Our approach combines body-pose-dependent appearance and geometry to synthesize images of new poses from a database of examples. A geometric model allows animation and view interpolation, while small details as well as complex shading and reflection properties are modeled by pose-dependent appearance examples in a database. Correspondences between the images are represented as mesh-based warps, both in the spatial and intensity domain. For rendering, these warps are interpolated in pose space, i.e. the space of body poses, using scattered data interpolation methods. Warp estimation as well as geometry reconstruction is performed in an offline procedure, thus shifting computational complexity to an a-priori training phase.Item Stroke-guided Image Synthesis for Skeletal Structure Editing(The Eurographics Association and Blackwell Publishing Ltd., 2013) Luo, Sheng-Jie; Lin, Chin-Yu; Shen, I-Chao; Chen, Bing-Yu; B. Levy, X. Tong, and K. YinCreating variations of an image object is an important task, which usually requires manipulating the skeletal structure of the object. However, most existing methods (such as image deformation) only allow for stretching the skeletal structure of an object: modifying skeletal topology remains a challenge. This paper presents a technique for synthesizing image objects with different skeletal structures while respecting to an input image object. To apply this technique, a user firstly annotates the skeletal structure of the input object by specifying a number of strokes in the input image, and draws corresponding strokes in an output domain to generate new skeletal structures. Then, a number of the example texture pieces are sampled along the strokes in the input image and pasted along the strokes in the output domain with their orientations. The result is obtained by optimizing the texture sampling and seam computation. The proposed method is successfully used to synthesize challenging skeletal structures, such as skeletal branches, and a wide range of image objects with various skeletal structures, to demonstrate its effectiveness.Item Approximating Functions on a Mesh with Restricted Voronoï Diagrams(The Eurographics Association and Blackwell Publishing Ltd., 2013) Nivoliers, Vincent; Lévy, Bruno; Yaron Lipman and Hao ZhangWe propose a method that computes a piecewise constant approximation of a function defined on a mesh. The approximation is associated with the cells of a restricted Voronoï diagram. Our method optimizes an objective function measuring the quality of the approximation. This objective function depends on the placement of the samples that define the restricted Voronoï diagram and their associated function values. We study the continuity of the objective function, derive the closed-form expression of its derivatives and use them to design a numerical solution mechanism. The method can be applied to a function that has discontinuities, and the result aligns the boundaries of the Voronoï cells with the discontinuities. Some examples are shown, suggesting potential applications in image vectorization and compact representation of lighting.Item Learning to Predict Localized Distortions in Rendered Images(The Eurographics Association and Blackwell Publishing Ltd., 2013) Cadík, Martin; Herzog, Robert; Mantiuk, Rafal; Mantiuk, Radoslaw; Myszkowski, Karol; Seidel, Hans-Peter; B. Levy, X. Tong, and K. YinIn this work, we present an analysis of feature descriptors for objective image quality assessment. We explore a large space of possible features including components of existing image quality metrics as well as many traditional computer vision and statistical features. Additionally, we propose new features motivated by human perception and we analyze visual saliency maps acquired using an eye tracker in our user experiments. The discriminative power of the features is assessed by means of a machine learning framework revealing the importance of each feature for image quality assessment task. Furthermore, we propose a new data-driven full-reference image quality metric which outperforms current state-of-the-art metrics. The metric was trained on subjective ground truth data combining two publicly available datasets. For the sake of completeness we create a new testing synthetic dataset including experimentally measured subjective distortion maps. Finally, using the same machine-learning framework we optimize the parameters of popular existing metrics.Item InK‐Compact: In‐Kernel Stream Compaction and Its Application to Multi‐Kernel Data Visualization on General‐Purpose GPUs(The Eurographics Association and Blackwell Publishing Ltd., 2013) Hughes, D. M.; Lim, I. S.; Jones, M. W.; Knoll, A.; Spencer, B.; Holly Rushmeier and Oliver DeussenStream compaction is an important parallel computing primitive that produces a reduced (compacted) output stream consisting of only valid elements from an input stream containing both invalid and valid elements. Computing on this compacted stream rather than the mixed input stream leads to improvements in performance, load balancing and memory footprint. Stream compaction has numerous applications in a wide range of domains: e.g. deferred shading, isosurface extraction and surface voxelization in computer graphics and visualization. We present a novel In‐Kernel stream compaction method, where compaction is completed before leaving an operating kernel. This contrasts with conventional parallel compaction methods that require leaving the kernel and running a prefix sum kernel followed by a scatter kernel. We apply our compaction methods to ray‐tracing‐based visualization of volumetric data. We demonstrate that the proposed In‐Kernel compaction outperforms the standard out‐of‐kernel Thrust parallel‐scan method for performing stream compaction in this real‐world application. For the data visualization, we also propose a novel multi‐kernel ray‐tracing pipeline for increased thread coherency and show that it outperforms a conventional single‐kernel approach.Stream compaction is an important parallel computing primitive that produces a reduced (compacted) output stream consisting of only valid elements from an input stream containing both invalid and valid elements. Computing on this compacted stream rather than the mixed input stream leads to improvements in performance, load balancing, and memory footprint. Stream compaction has numerous applications in a wide range of domains: e.g., deferred shading, isosurface extraction, and surface voxelization in computer graphics and visualization. We present a novel In‐Kernel stream compaction method, where compaction is completed before leaving an operating kernel. This contrasts with conventional parallel compaction methods that require leaving the kernel and running a prefix sum kernel followed by a scatter kernel.Item Spatially Efficient Design of Annotated Metro Maps(The Eurographics Association and Blackwell Publishing Ltd., 2013) Wu, Hsiang-Yun; Takahashi, Shigeo; Hirono, Daichi; Arikawa, Masatoshi; Lin, Chun-Cheng; Yen, Hsu-Chun; B. Preim, P. Rheingans, and H. TheiselAnnotating metro maps with thumbnail photographs is a commonly used technique for guiding travelers. However, conventional methods usually suffer from small labeling space around the metro stations, especially when they are interchange stations served by two or more metro lines. This paper presents an approach for aesthetically designing schematic metro maps while ensuring effective placement of large annotation labels that are sufficiently close to their corresponding stations. Our idea is to distribute such labels in a well-balanced manner to labeling regions around the metro network first and then adjust the lengths of metro line and leader line segments, which allows us to fully maximize the space coverage of the entire annotated map. This is accomplished by incorporating additional constraints into the conventional mixed-integer programming formulation, while we devised a three-step algorithm for accelerating the overall optimization process. We include several design examples to demonstrate the spatial efficiency of the map layout generated using the proposed approach through minimal user intervention.Item Sifted Disks(The Eurographics Association and Blackwell Publishing Ltd., 2013) Ebeida, Mohamed S.; Mahmoud, Ahmed H.; Awad, Muhammad A.; Mohammed, Mohammed A.; Mitchell, Scott A.; Rand, Alexander; Owens, John D.; I. Navazo, P. PoulinWe introduce the Sifted Disk technique for locally resampling a point cloud in order to reduce the number of points. Two neighboring points are removed and we attempt to find a single random point that is sufficient to replace them both. The resampling respects the original sizing function; In that sense it is not a coarsening. The angle and edge length guarantees of a Delaunay triangulation of the points are preserved. The sifted point cloud is still suitable for texture synthesis because the Fourier spectrum is largely unchanged. We provide an efficient algorithm, and demonstrate that sifting uniform Maximal Poisson-disk Sampling (MPS) and Delaunay Refinement (DR) points reduces the number of points by about 25 percent, and achieves a density about 1/3 more than the theoretical minimum. We show two-dimensional stippling and meshing applications to demonstrate the significance of the concept.Item Soft Folding(The Eurographics Association and Blackwell Publishing Ltd., 2013) Zhu, Lifeng; Igarashi, Takeo; Mitani, Jun; B. Levy, X. Tong, and K. YinWe introduce soft folding, a new interactive method for designing and exploring thin-plate forms. A user specifies sharp and soft folds as two-dimensional(2D) curves on a flat sheet, along with the fold magnitude and sharpness of each. Then, based on the soft folds, the system computes the three-dimensional(3D) folded shape. Internally, the system first computes a fold field, which defines local folding operations on a flat sheet. A fold field is a generalization of a discrete fold graph in origami, replacing a graph with sharp folds with a continuous field with soft folds. Next, local patches are folded independently according to the fold field. Finally, a globally folded 3D shape is obtained by assembling the locally folded patches. This algorithm computes an approximation of 3D developable surfaces with user-defined soft folds at an interactive speed. The user can later apply nonlinear physical simulation to generate more realistic results. Experimental results demonstrated that soft folding is effective for producing complex folded shapes with controllable sharpness.Item Vector Field k-Means: Clustering Trajectories by Fitting Multiple Vector Fields(The Eurographics Association and Blackwell Publishing Ltd., 2013) Ferreira, Nivan; Klosowski, James T.; Scheidegger, Carlos E.; Silva, Cláudio T.; B. Preim, P. Rheingans, and H. TheiselScientists study trajectory data to understand trends in movement patterns, such as human mobility for traffic analysis and urban planning. In this paper, we introduce a novel trajectory clustering technique whose central idea is to use vector fields to induce a notion of similarity between trajectories, letting the vector fields themselves define and represent each cluster. We present an efficient algorithm to find a locally optimal clustering of trajectories into vector fields, and demonstrate how vector-field k-means can find patterns missed by previous methods. We present experimental evidence of its effectiveness and efficiency using several datasets, including historical hurricane data, GPS tracks of people and vehicles, and anonymous cellular radio handoffs from a large service provider.Item A Shape-Aware Model for Discrete Texture Synthesis(The Eurographics Association and Blackwell Publishing Ltd., 2013) Landes, Pierre-Edouard; Galerne, Bruno; Hurtut, Thomas; Nicolas Holzschuch and Szymon RusinkiewiczWe present a novel shape-aware method for synthesizing 2D and 3D discrete element textures consisting of collections of distinct vector graphics objects. Extending the long-proven point process framework, we propose a shape process, a novel stochastic model based on spatial measurements that fully take into account the geometry of the elements. We demonstrate that our approach is well-suited for discrete texture synthesis by example. Our model enables for both robust statistical parameter estimation and reliable output generation by Monte Carlo sampling. Our numerous experiments show that contrary to current state-of-the-art techniques, our algorithm manages to capture anisotropic element distributions and systematically prevents undesirable collisions between objects.Item Still-Frame Simulation for Fire Effects of Images(The Eurographics Association and Blackwell Publishing Ltd., 2013) Son, Minjung; Kim, Byungmoon; Wilensky, Gregg; Lee, Seungyong; B. Levy, X. Tong, and K. YinWe propose various simulation strategies to generate single-frame fire effects for images, as opposed to multiframe fire effects for animations. To accelerate 3D simulation and to provide a user with early hints on the final effect, we propose a 2D-guided 3D simulation approach, which runs a faster 2D simulation first, and then guides 3D simulation using the 2D simulation result. To achieve this, we explore various boundary conditions and develop a constrained projection method. Since only the final frame will be used while intermediate frames are abandoned, earlier intermediate frames can take larger time steps and have large noise applied, quickly generating turbulent flow structures. As the final frame approaches, we increase the flow quality by reducing the time step and not adding any noise. This adaptive time stepping allows us to use more computational resource near or at the final frame. We also develop divergence and buoyancy modification methods to guide flames along arbitrary, even physically implausible, directions. Our simulation methods can effectively and efficiently generate a variety of fire effects useful for image decoration.