EG2020
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Item Adversarial Generation of Continuous Implicit Shape Representations(The Eurographics Association, 2020) Kleineberg, Marian; Fey, Matthias; Weichert, Frank; Wilkie, Alexander and Banterle, FrancescoThis work presents a generative adversarial architecture for generating three-dimensional shapes based on signed distance representations. While the deep generation of shapes has been mostly tackled by voxel and surface point cloud approaches, our generator learns to approximate the signed distance for any point in space given prior latent information. Although structurally similar to generative point cloud approaches, this formulation can be evaluated with arbitrary point density during inference, leading to fine-grained details in generated outputs. Furthermore, we study the effects of using either progressively growing voxel- or point-processing networks as discriminators, and propose a refinement scheme to strengthen the generator's capabilities in modeling the zero iso-surface decision boundary of shapes. We train our approach on the SHAPENET benchmark dataset and validate, both quantitatively and qualitatively, its performance in generating realistic 3D shapes.Item Learning Body Shape and Pose from Dense Correspondences(The Eurographics Association, 2020) Yoshiyasu, Yusuke; Gamez, Lucas; Wilkie, Alexander and Banterle, FrancescoIn this paper, we address the problem of learning 3D human pose and body shape from 2D image dataset, without having to use 3D supervisions (body shape and pose) which are in practice difficult to obtain. The idea is to use dense correspondences between image points and a body surface, which can be annotated on in-the-wild 2D images, to extract, aggregate and learn 3D information such as body shape and pose from them. To do so, we propose a training strategy called "deform-and-learn" where we alternate deformable surface registration and training of deep convolutional neural networks (ConvNets). Experimental results showed that our method is comparable to previous semi-supervised techniques that use 3D supervision.Item Organic Narrative Charts(The Eurographics Association, 2020) Bolte, Fabian; Bruckner, Stefan; Wilkie, Alexander and Banterle, FrancescoStoryline visualizations display the interactions of groups and entities and their development over time. Existing approaches have successfully adopted the general layout from hand-drawn illustrations to automatically create similar depictions. Ward Shelley is the author of several diagrammatic paintings that show the timeline of art-related subjects, such as Downtown Body, a history of art scenes. His drawings include many stylistic elements that are not covered by existing storyline visualizations, like links between entities, splits and merges of streams, and tags or labels to describe the individual elements. We present a visualization method that provides a visual mapping for the complex relationships in the data, creates a layout for their display, and adopts a similar styling of elements to imitate the artistic appeal of such illustrations.We compare our results to the original drawings and provide an open-source authoring tool prototype.Item Deep-Eyes: Fully Automatic Anime Character Colorization with Painting of Details on Empty Pupils(The Eurographics Association, 2020) Akita, Kenta; Morimoto, Yuki; Tsuruno, Reiji; Wilkie, Alexander and Banterle, FrancescoMany studies have recently applied deep learning to the automatic colorization of line drawings. However, it is difficult to paint empty pupils using existing methods because the networks are trained with pupils that have edges, which are generated from color images using image processing. Most actual line drawings have empty pupils that artists must paint in. In this paper, we propose a novel network model that transfers the pupil details in a reference color image to input line drawings with empty pupils. We also propose a method for accurately and automatically coloring eyes. In this method, eye patches are extracted from a reference color image and automatically added to an input line drawing as color hints using our eye position estimation network.Item An End-to-end Framework for 3D Capture and Human Digitization with a Single RGB Camera(The Eurographics Association, 2020) Silva, Luiz José Schirmer; Silva, Djalma S. da; Velho, Luiz; Lopes, Hélio; Ritschel, Tobias and Eilertsen, GabrielWe present a low cost and accessible end-to-end framework for 3D modeling and texture capture of Humans using deep neural networks and a single RGB camera. We generate a texture atlas considering a set of multi-view images. We also capture data to generate 3D shape models and finally combine it with the generated textures to obtain a full 3D reconstruction of the human body that can be used in a game engine.Item Black Box Geometric Computing with Python: From Theory to Practice(The Eurographics Association, 2020) Koch, Sebastian; Schneider, Teseo; Li, Chengchen; Panozzo, Daniele; Fjeld, Morten and Frisvad, Jeppe RevallThe first part of the course is theoretical, and introduces the finite element method trough interactive Jupyter notebooks. It also covers recent advancements toward an integrated pipeline, considering meshing and element design as a single challenge, leading to a black box pipeline that can solve simulations on ten thousand in the wild meshes, without any parameter tuning. In the second part we will move to practice, introducing a set of easy-to-use Python packages for applications in geometric computing. The presentation will have the form of live coding in a Jupyter notebook. We have designed the presented libraries to have a shallow learning curve, while also enabling programmers to easily accomplish a wide variety of complex tasks. Furthermore, these libraries utilize NumPy arrays as a common interface, making them highly composable with each-other as well as existing scientific computing packages. Finally, our libraries are blazing fast, doing most of the heavy computations in C++ with a minimal constant-overhead interface to Python. In the course, we will present a set of real-world examples from geometry processing, physical simulation, and geometric deep learning. Each example is prototypical of a common task in research or industry and is implemented in a few lines of code. By the end of the course, attendees will have exposure to a swiss-army-knife of simple, composable, and high-performance tools for geometric computing.Item Integrating Local Collision Avoidance with Shortest Path Maps(The Eurographics Association, 2020) Sharma, Ritesh; Farias, Renato; Kallmann, Marcelo; Ritschel, Tobias and Eilertsen, GabrielThe effective integration of local collision avoidance with global path planning becomes a necessity when multi-agent systems need to be simulated in complex cluttered environments. This work presents our first results exploring the new approach of integrating Shortest Path Maps (SPMs) with local collision avoidance in order to provide optimal paths for agents to navigate around obstacles toward their goal locations. Our GPU-based SPM implementation is available.Item EUROGRAPHICS 2020: Short Papers Frontmatter(Eurographics Association, 2020) Wilkie, Alexander; Banterle, Francesco; Wilkie, Alexander and Banterle, FrancescoItem Pair Correlation Functions with Free-Form Boundaries for Distribution Inpainting and Decomposition(The Eurographics Association, 2020) Nicolet, Baptiste; Ecormier-Nocca, Pierre; Memari, Pooran; Cani, Marie-Paule; Wilkie, Alexander and Banterle, FrancescoPair Correlation Functions (PCF) have been recently spreading as a reliable representation for distributions, enabling the efficient synthesis of point-sets, vector textures and object placement from examples. In this work we introduce a triangulationbased local filtering method to extend PCF-based analysis to exemplars with free-form boundaries. This makes PCF applicable to new problems such as the inpainting of missing parts in an input distribution, or the decomposition of complex, non-homogeneous distributions into a set of coherent classes, in which each category of points can be studied together with their intra and inter-class correlations.Item Triplanar Displacement Mapping for Terrain Rendering(The Eurographics Association, 2020) Weiss, Sebastian; Bayer, Florian; Westermann, Rüdiger; Wilkie, Alexander and Banterle, FrancescoHeightmap-based terrain representations are common in computer games and simulations. However, adding geometric details to such a representation during rendering on the GPU is difficult to achieve. In this paper, we propose a combination of triplanar mapping, displacement mapping, and tessellation on the GPU, to create extruded geometry along steep faces of heightmap-based terrain fields on-the-fky during rendering. The method allows rendering geometric details such as overhangs and boulders, without explicit triangulation. We further demonstrate how to handle collisions and shadows for the enriched geometry.Item Recreating Past and Present: An Exceptional Student-Created Virtual Heritage Experience(The Eurographics Association, 2020) Anderson, Eike Falk; Sloan, Susan; Romero, Mario and Sousa Santos, BeatriceWe present an outstanding undergraduate student project in the form of a virtual heritage experience, created by a multidisciplinary group of six 4th semester undergraduate students from a range of computer graphics related programmes of study, ranging from 3D art and design to graphics software development. The "Exercise Smash" application allows participants to take part in a 1944 military exercise that was held in preparation of the D-Day landings in Normandy, during which several amphibious tanks sank, and then to dive down to the tank wrecks on the modern-day seafloor. The virtual heritage experience was presented during a public event at a military history museum and has also been demonstrated at an archaeology conference, being well-received in both cases.Item From Perception to Interaction with Virtual Characters(The Eurographics Association, 2020) Zell, Eduard; Zibrek, Katja; Pan, Xueni; Gillies, Marco; McDonnell, Rachel; Fjeld, Morten and Frisvad, Jeppe RevallThis course will introduce students, researchers and digital artists to the recent results in perceptual research on virtual characters. It covers how technical and artistic aspects that constitute the appearance of a virtual character influence human perception, and how to create a plausibility illusion in interactive scenarios with virtual characters. We will report results of studies that addressed the influence of low-level cues like facial proportions, shading or level of detail and higher-level cues such as behavior or artistic stylization. We will place emphasis on aspects that are encountered during character development, animation, interaction design and achieving consistency between the visuals and storytelling. We will close with the relationship between verbal and non-verbal interaction and introduce some concepts which are important for creating convincing character behavior in virtual reality. The insights that we present in this course will serve as an additional toolset to anticipate the effect of certain design decisions and to create more convincing characters, especially in the case where budgets or time are limited.Item Interactive Flat Coloring of Minimalist Neat Sketches(The Eurographics Association, 2020) Parakkat, Amal Dev; Madipally, Prudhviraj; Gowtham, Hari Hara; Cani, Marie-Paule; Wilkie, Alexander and Banterle, FrancescoWe introduce a simple Delaunay-triangulation based algorithm for the interactive coloring of neat line-art minimalist sketches, ie. vector sketches that may include open contours. The main objective is to minimize user intervention and make interaction as natural as with the flood-fill algorithm while extending coloring to regions with open contours. In particular, we want to save the user from worrying about parameters such as stroke weight and size. Our solution works in two steps, 1) a segmentation step in which the input sketch is automatically divided into regions based on the underlying Delaunay structure and 2) the interactive grouping of neighboring regions based on user input. More precisely, a region adjacency graph is computed from the segmentation result, and is interactively partitioned based on user input to generate the final colored sketch. Results show that our method is as natural as a bucket fill tool and powerful enough to color minimalist sketches.Item Space-Time Blending for Heterogeneous Objects(The Eurographics Association, 2020) Tereshin, Alexander; Anderson, Eike; Pasko, Alexander; Adzhiev, Valery; Wilkie, Alexander and Banterle, FrancescoSpace-time blending (STB) is an established technique allowing to implement a metamorphosis operation between geometric shapes. In this paper we significantly extend the STB method to make it possible to deal with heterogeneous objects, which are volumetric objects with attributes representing their physical properties. The STB method, used for geometry transformation, is naturally combined with space-time transfinite interpolation, used for attribute (e.g. colour) transformation. Geometry and attribute transformations are interconnected and happen simultaneously in an higher dimensional specific STB space. We use hybrid function representation, unifying function representation with signed distance fields and with adaptively sampled distance fields. We show how the new method works by applying it to 4D animated Cubism.Item A Survey on Sketch Based Content Creation: from the Desktop to Virtual and Augmented Reality(The Eurographics Association and John Wiley & Sons Ltd., 2020) Bhattacharjee, Sukanya; Chaudhuri, Parag; Mantiuk, Rafal and Sundstedt, VeronicaSketching is one of the most natural ways for representing any object pictorially. It is however, challenging to convert sketches to 3D content that is suitable for various applications like movies, games and computer aided design. With the advent of more accessible Virtual Reality (VR) and Augmented Reality (AR) technologies, sketching can potentially become a more powerful yet easy-to-use modality for content creation. In this state-of-the-art report, we aim to present a comprehensive overview of techniques related to sketch based content creation, both on the desktop and in VR/AR. We discuss various basic concepts related to static and dynamic content creation using sketches. We provide a structured review of various aspects of content creation including model generation, coloring and texturing, and finally animation. We try to motivate the advantages that VR/AR based sketching techniques and systems can offer into making sketch based content creation a more accessible and powerful mode of expression. We also discuss and highlight various unsolved challenges that current sketch based techniques face with the goal of encouraging future research in the domain.Item Conservative Ray Batching using Geometry Proxies(The Eurographics Association, 2020) Molenaar, Mathijs; Eisemann, Elmar; Wilkie, Alexander and Banterle, FrancescoWe present a method for improving batched ray traversal as was presented by Pharr et al. [PKGH97]. We propose to use conservative proxy geometry to more accurately determine whether a ray has a possibility of hitting any geometry that is stored on disk. This prevents unnecessary disk loads and thus reduces the disk bandwidth.Item First Order Signed Distance Fields(The Eurographics Association, 2020) Bán, Róbert; Valasek, Gábor; Wilkie, Alexander and Banterle, FrancescoThis paper investigates a first order generalization of signed distance fields. We show that we can improve accuracy and storage efficiency by incorporating the spatial derivatives of the signed distance function into the distance field samples. We show that a representation in power basis remains invariant under barycentric combination, as such, it is interpolated exactly by the GPU. Our construction is applicable in any geometric setting where point-surface distances can be queried. To emphasize the practical advantages of this approach, we apply our results to signed distance field generation from triangular meshes. We propose storage optimization approaches and offer a theoretical and empirical accuracy analysis of our proposed distance field type in relation to traditional, zero order distance fields. We show that the proposed representation may offer an order of magnitude improvement in storage while retaining the same precision as a higher resolution distance field.Item UV Completion with Self-referenced Discrimination(The Eurographics Association, 2020) Kang, Jiwoo; Lee, Seongmin; Lee, Sanghoon; Wilkie, Alexander and Banterle, FrancescoA facial UV map is used in many applications such as facial reconstruction, synthesis, recognition, and editing. However, it is difficult to collect a number of the UVs needed for accuracy using 3D scan device, or a multi-view capturing system should be required to construct the UV. An occluded facial UV with holes could be obtained by sampling an image after fitting a 3D facial model by recent alignment methods. In this paper, we introduce a facial UV completion framework to train the deep neural network with a set of incomplete UV textures. By using the fact that the facial texture distributions of the left and right half-sides are almost equal, we devise an adversarial network to model the complete UV distribution of the facial texture. Also, we propose the self-referenced discrimination scheme that uses the facial UV completed from the generator for training real distribution. It is demonstrated that the network can be trained to complete the facial texture with incomplete UVs comparably to when utilizing the ground-truth UVs.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 Learning Generative Models of 3D Structures(The Eurographics Association and John Wiley & Sons Ltd., 2020) Chaudhuri, Siddhartha; Ritchie, Daniel; Wu, Jiajun; Xu, Kai; Zhang, Hao; Mantiuk, Rafal and Sundstedt, Veronica3D models of objects and scenes are critical to many academic disciplines and industrial applications. Of particular interest is the emerging opportunity for 3D graphics to serve artificial intelligence: computer vision systems can benefit from syntheticallygenerated training data rendered from virtual 3D scenes, and robots can be trained to navigate in and interact with real-world environments by first acquiring skills in simulated ones. One of the most promising ways to achieve this is by learning and applying generative models of 3D content: computer programs that can synthesize new 3D shapes and scenes. To allow users to edit and manipulate the synthesized 3D content to achieve their goals, the generative model should also be structure-aware: it should express 3D shapes and scenes using abstractions that allow manipulation of their high-level structure. This state-of-theart report surveys historical work and recent progress on learning structure-aware generative models of 3D shapes and scenes. We present fundamental representations of 3D shape and scene geometry and structures, describe prominent methodologies including probabilistic models, deep generative models, program synthesis, and neural networks for structured data, and cover many recent methods for structure-aware synthesis of 3D shapes and indoor scenes.