Volume 25 (2006)
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Item 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 Physically Based Deformable Models in Computer Graphics(The Eurographics Association and Blackwell Publishing Ltd, 2006) Nealen, Andrew; Mueller, Matthias; Keiser, Richard; Boxerman, Eddy; Carlson, MarkPhysically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, mesh-free methods, coupled particle systems and reduced deformable models-based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.Item 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 Comparative Evaluation of Metrics for Fast Mesh Simplification(The Eurographics Association and Blackwell Publishing Ltd, 2006) Matias van Kaick, Oliver; Pedrini, HelioTriangle mesh simplification is of great interest in a variety of knowledge domains, since it allows manipulation and visualization of large models, and it is the starting point for the design of many multiresolution representations. A crucial point in the structure of a simplification method is the definition of an appropriate metric for guiding the decimation process, with the purpose of generating low error approximations at different levels of resolution. This paper proposes two new alternative metrics for mesh simplification, with the aim of producing high-quality results with reduced execution time and memory usage, and being simple to implement. A set of different established metrics is also described and a comparative evaluation of these metrics against the two new metrics is performed. A single implementation is used in the experiments, in order to enable the evaluation of these metrics independently from other simplification aspects. Results obtained from the simplification of a number of models, using the different metrics, are compared.Item 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 Soft Shadow Maps: Efficient Sampling of Light Source Visibility(The Eurographics Association and Blackwell Publishing Ltd, 2006) Atty, Lionel; Holzschuch, Nicolas; Lapierre, Marc; Hasenfratz, Jean-Marc; Hansen, Charles; Sillion, Francois X.Shadows, particularly soft shadows, play an important role in the visual perception of a scene by providing visual cues about the shape and position of objects. Several recent algorithms produce soft shadows at interactive rates, but they do not scale well with the number of polygons in the scene or only compute the outer penumbra. In this paper, we present a new algorithm for computing interactive soft shadows on the GPU. Our new approach provides both inner- and outer-penumbra for a modest computational cost, providing interactive frame-rates for models with hundreds of thousands of polygons.Our technique is based on a sampled image of the occluders, as in shadow map techniques. These shadow samples are used in a novel manner, computing their effect on a second projective shadow texture using fragment programs. In essence, the fraction of the light source area hidden by each sample is accumulated at each texel position of this Soft Shadow Map. We include an extensive study of the approximations caused by our algorithm, as well as its computational costs.Item Occlusion-Driven Scene Sorting for Efficient Culling(The Eurographics Association and Blackwell Publishing Ltd, 2006) Staneker, Dirk; Bartz, Dirk; Wolfgang, StrasserImage space occlusion culling is a powerful approach to reduce the rendering load of large polygonal models. However, occlusion culling is not for free; it trades overhead costs with the rendering costs of the possibly occluded geometry. Meanwhile, occlusion queries based on image space occlusion culling are supported on modern graphics hardware. However, a significant consumption of fillrate bandwidth and latency costs are associated with these queries.In this paper, we propose new techniques to reduce redundant occlusion queries. Our approach uses several "Occupancy Maps" to organize scene traversal. The respective information is accumulated efficiently by hardware-supported asynchronous occlusion queries. To avoid redundant requests, we arrange these multiple occlusion queries according to the information of the Occupancy Maps. Our presented technique is conservative and benefits from a partial depth order of the geometry.Item 4th International Workshop on Volume Graphics(The Eurographics Association and Blackwell Publishing Ltd., 2006)Item 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 Compression of Dense and Regular Point Clouds(The Eurographics Association and Blackwell Publishing Ltd, 2006) Merry, Bruce; Marais, Patrick; Gain, JamesWe present a simple technique for single-rate compression of point clouds sampled from a surface, based on a spanning tree of the points. Unlike previous methods, we predict future vertices using both a linear predictor, which uses the previous edge as a predictor for the current edge, and lateral predictors that rotate the previous edge 90 left or right about an estimated normal.By careful construction of the spanning tree and choice of prediction rules, our method improves upon existing compression rates when applied to regularly sampled point sets, such as those produced by laser range scanning or uniform tesselation of higher-order surfaces. For less regular sets of points, the compression rate is still generally within 1.5 bits per point of other compression algorithms.Item Translational Covering of Closed Planar Cubic B-Spline Curves(The Eurographics Association and Blackwell Publishing Ltd, 2006) Neacsu, Cristina; Daniels, KarenSpline curves are useful in a variety of geometric modeling and graphics applications and covering problems abound in practical settings. This work defines a class of covering decision problems for shapes bounded by spline curves. As a first step in addressing these problems, this paper treats translational spline covering for planar, uniform, cubic B-splines. Inner and outer polygonal approximations to the spline regions are generated using enclosures that are inside two different types of piecewise-linear envelopes. Our recent polygonal covering technique is then applied to seek translations of the covering shapes that allow them to fully cover the target shape. A feasible solution to the polygonal instance provides a feasible solution to the spline instance. We use our recent proof that 2D translational polygonal covering is NP-hard to establish NP-hardness of our planar translational spline covering problem. Our polygonal approximation strategy creates approximations that are tight, yet the number of vertices is only a linear function of the number of control points. Using recent results on B-spline curve envelopes, we bound the distance from the spline curve to its approximation. We balance the two competing objectives of tightness vs. number of points in the approximation, which is crucial given the NP-hardness of the spline problem. Examples of the results of our spline covering work are provided for instances containing as many as six covering shapes, including both convex and nonconvex regions. Our implementation uses the LEDA and CGAL C++ libraries of geometric data structures and algorithms.Item 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 Transformation and Normal Vector Calculation of Parametrically Defined Surfaces Based on Dual Vectors and Screw Theory: Application to Phong s Shading Model(The Eurographics Association and Blackwell Publishing Ltd, 2006) Papageorgiou, Stavros G.; Aspragathos, Nikos A.This paper presents a new approach for the transformation and normal vector calculation algorithms of parametrically defined surfaces via dual vectors and line transformations. The surface is defined via dual points, the transformation is performed by rotations and translations based on screw theory while normal vector calculation is utilized for shading based on Phong s illumination model. The main benefit of this approach lies into the compactness of the surface s representation since geometrical characteristics, such as tangent vectors, that are necessary for shading algorithms, are included within its definition. An extensive comparison is performed between the proposed approach and the traditional homogeneous model, presenting the merits of our approach. Analytical and experimental determination of the computational cost via computer implementation of 3D surface transformation and shading is presented. Point-based methods for the representation, transformation and shading of parametrically defined surfaces are compared to the introduced line-based methods (dual quaternions and dual orthogonal matrices). It is shown that the simplified rendering procedure of 3D objects, is considerably faster using screw theory over the traditional point-based structures.Item Author Index Volume 25 (2006)(The Eurographics Association and Blackwell Publishing Ltd, 2006)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.Item Opacity Peeling for Direct Volume Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2006) Rezk-Salama, Christof; Kolb, AndreasThe most important technique to visualize 3D scalar data, as they arise e.g. in medicine from tomographic measurement, is direct volume rendering. A transfer function maps the scalar values to optical properties which are used to solve the integral of light transport in participating media. Many medical data sets, especially MRI data, however, are difficult to visualize due to different tissue types being represented by the same scalar value. The main problem is that interesting structures will be occluded by less important structures because they share the same range of data values. Occlusion, however, is a view-dependent problem and cannot be solved easily by transfer function design. This paper proposes a new method to display different entities inside the volume data in a single rendering pass. The proposed opacity peeling technique reveals structures in the data set that cannot be visualized directly by one-or multi-dimensional transfer functions without explicit segmentation. We also demonstrate real-time implementations using texture mapping and multiple render targets.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism