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Item EUROGRAPHICS 2020: Education Papers Frontmatter(Eurographics Association, 2020) Romero, Mario; Sousa Santos, Beatrice; Romero, Mario and Sousa Santos, BeatriceItem Visualization for Data Scientists: How specific is it?(The Eurographics Association, 2020) Santos, Beatriz Sousa; Perer, Adam; Romero, Mario and Sousa Santos, BeatriceData Science has been widely used to support activities in diverse domains as Science, Health, Business, and Sports, to name just a few. Theory and practice have been evolving rapidly, and Data Scientist is currently a position much in demand in the job market. All this creates vast research opportunities, as well as the necessity to better understand how to prepare people as researchers and professionals having the background and skills to keep active in a difficult to anticipate future. While there are courses on Data and Information Visualization described in the literature, as well as recommendations by the SIGGRAPH Education Committee, they do not concern Data Science Programs and thus may not be entirely adequate to this type of Program. Besides the general concepts and methods usually addressed, a Visualization course tailored for this particular audience should probably emphasize specific techniques, tools, and examples of using Visualization in several phases along the Data Science process; moreover, it is reasonable to expect that new approaches, useful in practice, will be proposed by the Visualization research community that should be addressed in such a course. Likewise, the bibliography and teaching methods could probably be adapted. We have analyzed over forty MSc Data Science programs offered in English worldwide, and the Visualization courses most of them include, and we argue that there is a need to adapt existing recommendations and create guidelines for these courses. This panel intends to debate this topic and identify issues that need further reflection.Item Photon Mapping Superluminal Particles(The Eurographics Association, 2020) Waldemarson, Gustaf; Doggett, Michael; Wilkie, Alexander and Banterle, FrancescoOne type of light source that remains largely unexplored in the field of light transport rendering is the light generated by superluminal particles, a phenomenon more commonly known as Cherenkov radiation [Cˇ37]. By re-purposing the Frank-Tamm equation [FT91] for rendering, the energy output of these particles can be estimated and consequently mapped to photons, making it possible to visualize the brilliant blue light characteristic of the effect. In this paper we extend a stochastic progressive photon mapper and simulate the emission of superluminal particles from a source object close to a medium with a high index of refraction. In practice, the source is treated as a new kind of light source, allowing us to efficiently reuse existing photon mapping methods.Item EUROGRAPHICS 2020: Posters Frontmatter(Eurographics Association, 2020) Ritschel, Tobias; Eilertsen, Gabriel; Ritschel, Tobias and Eilertsen, GabrielItem On Learning the Best Local Balancing Strategy(The Eurographics Association, 2020) Murray, David; Benzait, Sofiane; Pacanowski, Romain; Granier, Xavier; Wilkie, Alexander and Banterle, FrancescoFast computation of light propagation using Monte Carlo techniques requires finding the best samples from the space of light paths. For the last 30 years, numerous strategies have been developed to address this problem but choosing the best one is really scene-dependent. Multiple Importance Sampling (MIS) emerges as a potential generic solution by combining different weighted strategies, to take advantage of the best ones. Most recent work have focused on defining the best weighting scheme. Among them, two paper have shown that it is possible, in the context of direct illumination, to estimate the best way to balance the number of samples between two strategies, on a per-pixel basis. In this paper, we extend this previous approach to Global Illumination and to three strategies.Item Interactive Assembly and Animation of 3D Digital Garments(The Eurographics Association, 2020) Nylén, Oskar; Pall, Pontus; Ishiwaka, Yuko; Suda, Kazuto; Fratarcangeli, Marco; Wilkie, Alexander and Banterle, FrancescoWe present a novel real-time tool for sewing together 2D patterns, enabling quick assembly of visually plausible, interactively animated garments for virtual characters. The process is assisted by ad-hoc visual hints and allows designers to import 2D patterns from any CAD-tool, connect them using seams around a 3D character with any body type, and assess the overall quality during the character animation. The cloth is numerically simulated including robust modeling of contact of the cloth with itself and with the character's body. Overall, our tool allows for fast prototyping of virtual garments, achieving immediate feedback on their behaviour and visual quality on an animated character, in effect speeding up the content production pipeline for visual effects applications involving clothed characters.Item Compression and Real-Time Rendering of Inward Looking Spherical Light Fields(The Eurographics Association, 2020) Hajisharif, Saghi; Miandji, Ehsan; Baravadish, Gabriel; Larsson, Per; Unger, Jonas; Wilkie, Alexander and Banterle, FrancescoPhotorealistic rendering is an essential tool for immersive virtual reality. In this regard, the data structure of choice is typically light fields since they contain multidimensional information about the captured environment that can provide motion parallax and view-dependent information such as highlights. There are various ways to acquire light fields depending on the nature of the scene, limitations on the capturing setup, and the application at hand. Our focus in this paper is on full-parallax imaging of large-scale static objects for photorealistic real-time rendering. To this end, we introduce and simulate a new design for capturing inward-looking spherical light fields, and propose a system for efficient compression and real-time rendering of such data using consumer-level hardware suitable for virtual reality applications.Item Accelerated Foveated Rendering based on Adaptive Tessellation(The Eurographics Association, 2020) Tiwary, Ankur; Ramanathan, Muthuganapathy; Kosinka, Jiri; Wilkie, Alexander and Banterle, FrancescoWe propose an optimization method for adaptive geometric tessellation, involving the saccadic motion of the human eye and foveated rendering. Increased demands on computational resources, especially in the field of head-mounted devices with gaze contingency make optimization schemes pertinent for a seamless user experience. For implementing foveated rendering, our algorithm tessellates a 3D model in real-time based on the location of the user's gaze, substituted with a mouse cursor in this project as a proof of concept. Saccades and fixations of the human eye are simulated by delaying the process of tessellation and rendering by the minimum time taken to complete a saccade. Calculations required for tessellation and rendering the changes on the screen are stalled as and when the eye fixates after a saccade. The paper walks through our contribution by describing the theory, the application method, and results from our user study evaluating our method.Item Streamlining Photogrammetry Reconstructions of Bone Fragments for Bioarchaeological Analysis, Conservation, and Public Engagement(The Eurographics Association, 2020) Redford, Adam; Mikulski, Richard; Anderson, Eike Falk; Ritschel, Tobias and Eilertsen, GabrielWe present a streamlined workflow for the 3D reconstruction of skeletal fragments, suitable for bioarchaeological analysis as well as public engagement and based on practices and applications from the feature film visual effects industry. Using a lowcost single-camera photogrammetry rig for close range photogrammetry and processing the results using standard 3D asset creation software from the visual effects industry, the resulting 3D models achieve a resolution that is sufficient for the clear representation of bone elements and any gross changes affecting them, such as severe trauma.Item Multisample Anti-aliasing in Deferred Rendering(The Eurographics Association, 2020) Fridvalszky, András; Tóth, Balázs; Wilkie, Alexander and Banterle, FrancescoWe propose a novel method for multisample anti-aliasing in deferred shading. Our technique successfully reduces memory and bandwidth usage. The new model uses per-pixel linked lists to store the samples. We also introduce algorithms to construct the new G-Buffer in the geometry pass and to calculate the shading in the lighting pass. The algorithms are designed to enable further optimizations, similar to variable rate shading. We also propose methods to satisfy constraints of memory usage and processing time. We integrated the new method into a Vulkan based renderer.Item ScagnosticsJS: Extended Scatterplot Visual Features for the Web(The Eurographics Association, 2020) Pham, Vung; Dang, Tommy; Wilkie, Alexander and Banterle, FrancescoScagnostics is a set of features that characterizes the data distribution in a scatterplot. These visual features have been used in various applications to detect unusual correlations of bivariate data. However, there is no formally published implementation for 3D or higher. This project aims to provide the Scagnostics implementation in JavaScript, called ScagnosticsJS, and also extend these measures for higher dimensional scattered points. We also present a Scagnostics exploration webpage, which makes the underlying algorithms transparent to users.Item Controllable Caustic Animation Using Vector Fields(The Eurographics Association, 2020) Rojo, Irene Baeza; Gross, Markus; Günther, Tobias; Wilkie, Alexander and Banterle, FrancescoIn movie production, lighting is commonly used to redirect attention or to set the mood in a scene. The detailed editing of complex lighting phenomena, however, is as tedious as it is important, especially with dynamic lights or when light is a relevant story element. In this paper, we propose a new method to create caustic animations, which are controllable through constraints drawn by the user. Our method blends caustics into a specified target image by treating photons as particles that move in a divergence-free fluid, an irrotational vector field or a linear combination of the two. Once described as a flow, additional user constraints are easily added, e.g., to direct the flow, create boundaries or add synthetic turbulence, which offers new ways to redirect and control light. The corresponding vector field is computed by fitting a stream function and a scalar potential per time step, for which constraints are described in a quadratic energy that we minimize as a linear least squares problem. Finally, photons are placed at their new positions back into the scene and are rendered with progressive photon mapping.Item A Practical Male Hair Aging Model(The Eurographics Association, 2020) Volkmann, Diego V.; Walter, Marcelo; Wilkie, Alexander and Banterle, FrancescoThe modeling and rendering of hair in Computer Graphics have seen much progress in the last few years. However, modeling and rendering hair aging, visually seen as the loss of pigments, have not attracted the same attention. We introduce in this paper a biologically inspired hair aging system with two main parts: greying of individual hairs, and time evolution of greying over the scalp. The greying of individual hairs is based on current knowledge about melanin loss, whereas the evolution on the scalp is modeled by segmenting the scalp in regions and defining distinct time frames for greying to occur. Our experimental visual results present plausible results despite the relatively simple model. We validate the results by presenting side by side our results with real pictures of men at different ages.Item Asset Integration: An Exceptional Undergraduate Student Project(The Eurographics Association, 2020) Redford, Adam; Romero, Mario and Sousa Santos, BeatriceThis paper outlines an exceptional 1st year undergraduate student project that involves the creation of a CG asset (goblet), and the integration of that asset into a live action photographed background. The final created shot of the animated asset shows a high level of photo-realism, and is an exceptionally close match to the live action reference photography of the real goblet.Item EUROGRAPHICS 2020: Tutorials Frontmatter(Eurographics Association, 2020) Fjeld, Morten; Frisvad, Jeppe Revall; Fjeld, Morten and Frisvad, Jeppe RevallItem A Survey of Multifragment Rendering(The Eurographics Association and John Wiley & Sons Ltd., 2020) Vasilakis, Andreas Alexandros; Vardis, Konstantinos; Papaioannou, Georgios; Mantiuk, Rafal and Sundstedt, VeronicaIn the past few years, advances in graphics hardware have fuelled an explosion of research and development in the field of interactive and real-time rendering in screen space. Following this trend, a rapidly increasing number of applications rely on multifragment rendering solutions to develop visually convincing graphics applications with dynamic content. The main advantage of these approaches is that they encompass additional rasterised geometry, by retaining more information from the fragment sampling domain, thus augmenting the visibility determination stage. With this survey, we provide an overview of and insight into the extensive, yet active research and respective literature on multifragment rendering. We formally present the multifragment rendering pipeline, clearly identifying the construction strategies, the core image operation categories and their mapping to the respective applications. We describe features and trade-offs for each class of techniques, pointing out GPU optimisations and limitations and provide practical recommendations for choosing an appropriate method for each application. Finally, we offer fruitful context for discussion by outlining some existing problems and challenges as well as by presenting opportunities for impactful future research directions.Item GPU-Accelerated Generation of the Molecular Surface(The Eurographics Association, 2020) Alhazzazi, Mousa; Hayward, Steven; Laycock, Stephen D.; Ritschel, Tobias and Eilertsen, GabrielA variety of visualisation methods have been developed for displaying molecular structures. The solvent-excluded surface (SES) or molecular surface is one of the most popular and useful depictions as it helps to identify binding-site cavities. The molecular surface is particularly useful therefore for interactive molecular docking tools. Docking tools that incorporate molecular flexibility bring new challenges as the molecular surface must be recomputed in real time as the molecule changes shape in interaction with a ligand. Here we compute the SES by using a GPU-accelerated Marching Cubes algorithm which promises to lead to real-time surface generation for small- to medium-sized biomolecules undergoing conformational change.Item Designing a Course on Non-Photorealistic Rendering(The Eurographics Association, 2020) Ilinkin, Ivaylo; Romero, Mario and Sousa Santos, BeatriceThis paper presents a course design on Non-Photorealistic Rendering (NPAR). As a sub-field of computer graphics, NPAR aims to model artistic media, styles, and techniques that capture salient characteristics in images to convey particular information or mood. The results can be just as inspiring as the photorealistic scenes produced with the latest ray-tracing techniques even though the goals are fundamentally different. The paper offers ideas for developing a full course on NPAR by presenting a series of assignments that cover a wide range of NPAR techniques and shares experience on teaching such a course at the junior/senior undergraduate level.Item MEPP2: A Generic Platform for Processing 3D Meshes and Point Clouds(The Eurographics Association, 2020) Vidal, Vincent; Lombardi, Eric; Tola, Martial; Dupont, Florent; Lavoué, Guillaume; Wilkie, Alexander and Banterle, FrancescoIn this paper, we present MEPP2, an open-source C++ software development kit (SDK) for processing and visualizing 3D surface meshes and point clouds. It provides both an application programming interface (API) for creating new processing filters and a graphical user interface (GUI) that facilitates the integration of new filters as plugins. Static and dynamic 3D meshes and point clouds with appearance-related attributes (color, texture information, normal) are supported. The strength of the platform is to be generic programming oriented. It offers an abstraction layer, based on C++ Concepts, that provides interoperability over several third party mesh and point cloud data structures, such as OpenMesh, CGAL, and PCL. Generic code can be run on all data structures implementing the required concepts, which allows for performance and memory footprint comparison. Our platform also permits to create complex processing pipelines gathering idiosyncratic functionalities of the different libraries. We provide examples of such applications. MEPP2 runs on Windows, Linux & Mac OS X and is intended for engineers, researchers, but also students thanks to simple use, facilitated by the proposed architecture and extensive documentation.Item EUROGRAPHICS 2020: CGF 39-2 STARs Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2020) Mantiuk, Rafal; Sundstedt, Veronica; Mantiuk, Rafal and Sundstedt, Veronica-