29-Issue 2
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Item Seamless Montage for Texturing Models(The Eurographics Association and Blackwell Publishing Ltd, 2010) Gal, Ran; Wexler, Yonatan; Ofek, Eyal; Hoppe, Hugues; Cohen-Or, DanielWe present an automatic method to recover high-resolution texture over an object by mapping detailed photographs onto its surface. Such high-resolution detail often reveals inaccuracies in geometry and registration, as well as lighting variations and surface reflections. Simple image projection results in visible seams on the surface. We minimize such seams using a global optimization that assigns compatible texture to adjacent triangles. The key idea is to search not only combinatorially over the source images, but also over a set of local image transformations that compensate for geometric misalignment. This broad search space is traversed using a discrete labeling algorithm, aided by a coarse-to-fine strategy. Our approach significantly improves resilience to acquisition errors, thereby allowing simple and easy creation of textured models for use in computer graphics.Item A Data-driven Segmentation for the Shoulder Complex(The Eurographics Association and Blackwell Publishing Ltd, 2010) Hong, Q Youn; Park, Sang Il; Hodgins, Jessica K.The human shoulder complex is perhaps the most complicated joint in the human body being comprised of a set of three bones, muscles, tendons, and ligaments. Despite this anatomical complexity, computer graphics models for motion capture most often represent this joint as a simple ball and socket. In this paper, we present a method to determine a shoulder skeletal model that, when combined with standard skinning algorithms, generates a more visually pleasing animation that is a closer approximation to the actual skin deformations of the human body. We use a data-driven approach and collect ground truth skin deformation data with an optical motion capture system with a large number of markers (200 markers on the shoulder complex alone). We cluster these markers during movement sequences and discover that adding one extra joint around the shoulder improves the resulting animation qualitatively and quantitatively yielding a marker set of approximately 70 markers for the complete skeleton. We demonstrate the effectiveness of our skeletal model by comparing it with ground truth data as well as with recorded video. We show its practicality by integrating it with the conventional rendering/animation pipeline.Item Global Illumination Compensation for Spatially Augmented Reality(The Eurographics Association and Blackwell Publishing Ltd, 2010) Sheng, Yu; Yapo, Theodore C.; Cutler, BarbaraWhen projectors are used to display images on complex, non-planar surface geometry, indirect illumination between the surfaces will disrupt the final appearance of this imagery, generally increasing brightness, decreasing contrast, and washing out colors. In this paper we predict through global illumination simulation this unintentional indirect component and solve for the optimal compensated projection imagery that will minimize the difference between the desired imagery and the actual total illumination in the resulting physical scene. Our method makes use of quadratic programming to minimize this error within the constraints of the physical system, namely, that negative light is physically impossible. We demonstrate our compensation optimization in both computer simulation and physical validation within a table-top spatially augmented reality system. We present an application of these results for visualization of interior architectural illumination. To facilitate interactive modifications to the scene geometry and desired appearance, our system is accelerated with a CUDA implementation of the QP optimization method.Item Human Motion Synthesis with Optimization-based Graphs(The Eurographics Association and Blackwell Publishing Ltd, 2010) Ren, Cheng; Zhao, Liming; Safonova, AllaContinuous constrained optimization is a powerful tool for synthesizing novel human motion segments that are short. Graph-based motion synthesis methods such as motion graphs and move trees are popular ways to synthesize long motions by playing back a sequence of existing motion segments. However, motion graphs only support transitions between similar frames, and move trees only support transitions between the end of one motion segment and the start of another. In this paper, we introduce an optimization-based graph that combines continuous constrained optimization with graph-based motion synthesis. The constrained optimization is used to create a vast number of complex realistic-looking transitions in the graph. The graph can then be used to synthesize long motions with non-trivial transitions that for example allow the character to switch its behavior abruptly while retaining motion naturalness. We also propose to build this graph semi-autonomously by requiring a user to classify generated transitions as acceptable or not and explicitly minimizing the amount of required classifications. This process guarantees the quality consistency of the optimization-based graph at the cost of limited user involvement.Item Printed Patterns for Enhanced Shape Perception of Papercraft Models(The Eurographics Association and Blackwell Publishing Ltd, 2010) Xue, Su; Chen, Xuejin; Dorsey, Julie; Rushmeier, HollyPapercraft models can serve as inexpensive prototypes in shape design applications. However, in making the models some geometric detail is necessarily lost, and artificial creases may be visible, thereby limiting the utility of these models. To compensate for these practical limitations, we introduce the use of printed patterns on papercraft models to enhance the perception of the shape they are intended to represent. We propose pattern generation schemes that modulate the sizes, directions, and densities of glyphs of patterns based on geometric attributes. We present a psychophysical experiment designed to explore the effect that printed patterns have on the perception of the papercraft model shapes. We find that models with printed patterns are perceived to represent the intended shape more accurately, and, further, that the type of printed pattern has an impact on the perceived shape.Item Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF(The Eurographics Association and Blackwell Publishing Ltd, 2010) Bruneton, Eric; Neyret, Fabrice; Holzschuch, NicolasRealistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: it is a dynamic system, it combines wave trains at all scales, ranging from kilometric to millimetric. Worse, the ocean is usually viewed at several distances, from very close to the viewpoint to the horizon, increasing the multi-scale issue, and resulting in aliasing problems. The illumination comes from natural light sources (the Sun and the sky dome), is also dynamic, and often underlines the aliasing issues. In this paper, we present a new algorithm for modelling, animation, illumination and rendering of the ocean, in real-time, at all scales and for all viewing distances. Our algorithm is based on a hierarchical representation, combining geometry, normals and BRDF. For each viewing distance, we compute a simplified version of the geometry, and encode the missing details into the normal and the BRDF, depending on the level of detail required. We then use this hierarchical representation for illumination and rendering. Our algorithm runs in real-time, and produces highly realistic pictures and animations.Item Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes(The Eurographics Association and Blackwell Publishing Ltd, 2010) Wang, Yajun; Wang, Jiaping; Holzschuch, Nicolas; Subr, Kartic; Yong, Jun-Hai; Guo, BainingWe present a real-time algorithm for rendering translucent objects of arbitrary shapes. We approximate the scattering of light inside the objects using the diffusion equation, which we solve on-the-fly using the GPU. Our algorithm is general enough to handle arbitrary geometry, heterogeneous materials, deformable objects and modifications of lighting, all in real-time. In a pre-processing step, we discretize the object into a regular 4-connected structure (QuadGraph). Due to its regular connectivity, this structure is easily packed into a texture and stored on the GPU. At runtime, we use the QuadGraph stored on the GPU to solve the diffusion equation, in real-time, taking into account the varying input conditions: Incoming light, object material and geometry. We handle deformable objects, provided the deformation does not change the topological structure of the objects.Item Fitted BVH for Fast Raytracing of Metaballs(The Eurographics Association and Blackwell Publishing Ltd, 2010) Gourmel, Olivier; Pajot, Anthony; Paulin, Mathias; Barthe, Loic; Poulin, PierreRaytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the visual effects that they can render or their performance drops as the number of metaballs and their density increase. We present a new acceleration structure based on BVH and kd-tree for efficient raytracing of a large number of metaballs. This structure is built from an adapted SAH using a fast greedy algorithm and allows the visualization of several hundreds of thousands metaballs at interactive-to-real-time framerates. Our method can handle arbitrary rays to simulate any complex secondary effects such as reflections or soft shadows, and is robust with respect to the density of metaballs. We achieve this performance thanks to a balanced CPU-GPU (using CUDA) implementation of the animation, structure creation, and rendering.Item Reinterpretable Imager: Towards Variable Post-Capture Space, Angle and Time Resolution in Photography(The Eurographics Association and Blackwell Publishing Ltd, 2010) Agrawal, Amit; Veeraraghavan, Ashok; Raskar, RameshWe describe a novel multiplexing approach to achieve tradeoffs in space, angle and time resolution in photography. We explore the problem of mapping useful subsets of time-varying 4D lightfields in a single snapshot. Our design is based on using a dynamic mask in the aperture and a static mask close to the sensor. The key idea is to exploit scene-specific redundancy along spatial, angular and temporal dimensions and to provide a programmable or variable resolution tradeoff among these dimensions. This allows a user to reinterpret the single captured photo as either a high spatial resolution image, a refocusable image stack or a video for different parts of the scene in post-processing.A lightfield camera or a video camera forces a-priori choice in space-angle-time resolution. We demonstrate a single prototype which provides flexible post-capture abilities not possible using either a single-shot lightfield camera or a multi-frame video camera. We show several novel results including digital refocusing on objects moving in depth and capturing multiple facial expressions in a single photo.Item Consensus Skeleton for Non-rigid Space-time Registration(The Eurographics Association and Blackwell Publishing Ltd, 2010) Zheng, Q.; Sharf, A.; Tagliasacchi, A.; Chen, B.; Zhang, H.; Sheffer, A.; Cohen-Or, D.We introduce the notion of consensus skeletons for non-rigid space-time registration of a deforming shape. Instead of basing the registration on point features, which are local and sensitive to noise, we adopt the curve skeleton of the shape as a global and descriptive feature for the task. Our method uses no template and only assumes that the skeletal structure of the captured shape remains largely consistent over time. Such an assumption is generally weaker than those relying on large overlap of point features between successive frames, allowing for more sparse acquisition across time. Building our registration framework on top of the low-dimensional skeleton-time structure avoids heavy processing of dense point or volumetric data, while skeleton consensusization provides robust handling of incompatibilities between per-frame skeletons. To register point clouds from all frames, we deform them by their skeletons, mirroring the skeleton registration process, to jump-start a non-rigid ICP. We present results for non-rigid space-time registration under sparse and noisy spatio-temporal sampling, including cases where data was captured from only a single view.Item Electors Voting for Fast Automatic Shape Correspondence(The Eurographics Association and Blackwell Publishing Ltd, 2010) Kin-Chung Au, Oscar; Tai, Chiew-Lan; Cohen-Or, Daniel; Zheng, Youyi; Fu, HongboThis paper challenges the difficult problem of automatic semantic correspondence between two given shapes which are semantically similar but possibly geometrically very different (e.g., a dog and an elephant). We argue that the challenging part is the establishment of a sparse correspondence and show that it can be efficiently solved by considering the underlying skeletons augmented with intrinsic surface information. To avoid potentially costly direct search for the best combinatorial match between two sets of skeletal feature nodes, we introduce a statistical correspondence algorithm based on a novel voting scheme, which we call electors voting. The electors are a rather large set of correspondences which then vote to synthesize the final correspondence. The electors are selected via a combinatorial search with pruning tests designed to quickly filter out a vast majority of bad correspondence. This voting scheme is both efficient and insensitive to parameter and threshold settings. The effectiveness of the method is validated by precision-recall statistics with respect to manually defined ground truth. We show that high quality correspondences can be instantaneously established for a wide variety of model pairs, which may have different poses, surface details, and only partial semantic correspondence.Item Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing(The Eurographics Association and Blackwell Publishing Ltd, 2010) Garanzha, Kirill; Loop, CharlesWe present a novel approach to ray tracing execution on commodity graphics hardware using CUDA. We decompose a standard ray tracing algorithm into several data-parallel stages that are mapped efficiently to the massively parallel architecture of modern GPUs. These stages include: ray sorting into coherent packets, creation of frustums for packets, breadth-first frustum traversal through a bounding volume hierarchy for the scene, and localized ray-primitive intersections. We utilize the well known parallel primitives scan and segmented scan in order to process irregular data structures, to remove the need for a stack, and to minimize branch divergence in all stages. Our ray sorting stage is based on applying hash values to individual rays, ray stream compression, sorting and decompression. Our breadth-first BVH traversal is based on parallel frustum-bounding box intersection tests and parallel scan per each BVH level.We demonstrate our algorithm with area light sources to get a soft shadow effect and show that our concept is reasonable for GPU implementation. For the same data sets and ray-primitive intersection routines our pipeline is 3x faster than an optimized standard depth first ray tracing implemented in one kernel.Item TouchTone: Interactive Local Image Adjustment Using Point-and-Swipe(The Eurographics Association and Blackwell Publishing Ltd, 2010) Liang, Chia-Kai; Chen, Wei-Chao; Gelfand, NatashaRecent proliferation of camera phones, photo sharing and social network services has significantly changed how we process our photos. Instead of going through the traditional download-edit-share cycle using desktop editors, an increasing number of photos are taken with camera phones and published through cellular networks. The immediacy of the sharing process means that on-device image editing, if needed, should be quick and intuitive. However, due to the limited computational resources and vastly different user interaction model on small screens, most traditional local selection methods can not be directly adapted to mobile devices. To address this issue, we present TouchTone, a new method for edge-aware image adjustment using simple finger gestures. Our method enables users to select regions within the image and adjust their corresponding photographic attributes simultaneously through a simple point-and-swipe interaction. To enable fast interaction, we develop a memory- and computation-efficient algorithm which samples a collection of 1D paths from the image, computes the adjustment solution along these paths, and interpolates the solutions to entire image through bilateral filtering. Our system is intuitive to use, and can support several local editing tasks, such as brightness, contrast, and color balance adjustments, within a minute on a mobile device.Item Motion Blur for EWA Surface Splatting(The Eurographics Association and Blackwell Publishing Ltd, 2010) Heinzle, Simon; Wolf, Johanna; Kanamori, Yoshihiro; Weyrich, Tim; Nishita, Tomoyuki; Gross, MarkusThis paper presents a novel framework for elliptical weighted average (EWA) surface splatting with time-varying scenes. We extend the theoretical basis of the original framework by replacing the 2D surface reconstruction filters by 3D kernels which unify the spatial and temporal component of moving objects. Based on the newly derived mathematical framework we introduce a rendering algorithm that supports the generation of high-quality motion blur for point-based objects using a piecewise linear approximation of the motion. The rendering algorithm applies ellipsoids as rendering primitives which are constructed by extending planar EWA surface splats into the temporal dimension along the instantaneous motion vector. Finally, we present an implementation of the proposed rendering algorithm with approximated occlusion handling using advanced features of modern GPUs and show its capability of producing motion-blurred result images at interactive frame rates.Item The Virtual Director: a Correlation-Based Online Viewing of Human Motion(The Eurographics Association and Blackwell Publishing Ltd, 2010) Assa, J.; Wolf, L.; Cohen-Or, D.Automatic camera control for scenes depicting human motion is an imperative topic in motion capture base animation, computer games, and other animation based fields. This challenging control problem is complex and combines both geometric constraints, visibility requirements, and aesthetic elements. Therefore, existing optimization-based approaches for human action overview are often too demanding for online computation.In this paper, we introduce an effective automatic camera control which is extremely efficient and allows online performance. Rather than optimizing a complex quality measurement, at each time it selects one active camera from a multitude of cameras that render the dynamic scene. The selection is based on the correlation between each view stream and the human motion in the scene. Two factors allow for rapid selection among tens of candidate views in real-time, even for complex multi-character scenes: the efficient rendering of the multitude of view streams, and optimized calculations of the correlations using modified CCA. In addition to the method s simplicity and speed, it exhibits good agreement with both cinematic idioms and previous human motion camera control work. Our evaluations show that the method is able to cope with the challenges put forth by severe occlusions, multiple characters and complex scenes.Item Uncertain 2D Vector Field Topology(The Eurographics Association and Blackwell Publishing Ltd, 2010) Otto, Mathias; Germer, Tobias; Hege, Hans-Christian; Theisel, HolgerWe introduce an approach to visualize stationary 2D vector fields with global uncertainty obtained by considering the transport of local uncertainty in the flow. For this, we extend the concept of vector field topology to uncertain vector fields by considering the vector field as a density distribution function. By generalizing the concepts of stream lines and critical points we obtain a number of density fields representing an uncertain topological segmentation. Their visualization as height surfaces gives insight into both the flow behavior and its uncertainty. We present a Monte Carlo approach where we integrate probabilistic particle paths, which lead to the segmentation of topological features. Moreover, we extend our algorithms to detect saddle points and present efficient implementations. Finally, we apply our technique to a number of real and synthetic test data sets.Item Deformation Transfer to Multi-Component Objects(The Eurographics Association and Blackwell Publishing Ltd, 2010) Zhou, Kun; Xu, Weiwei; Tong, Yiying; Desbrun, MathieuWe present a simple and effective algorithm to transfer deformation between surface meshes with multiple components. The algorithm automatically computes spatial relationships between components of the target object, builds correspondences between source and target, and finally transfers deformation of the source onto the target while preserving cohesion between the target s components. We demonstrate the versatility of our approach on various complex models.Item Rendering Wave Effects with Augmented Light Field(The Eurographics Association and Blackwell Publishing Ltd, 2010) Oh, Se Baek; Kashyap, Sriram; Garg, Rohit; Chandran, Sharat; Raskar, RameshRay-based representations can model complex light transport but are limited in modeling diffraction effects that require the simulation of wavefront propagation. This paper provides a new paradigm that has the simplicity of light path tracing and yet provides an accurate characterization of both Fresnel and Fraunhofer diffraction. We introduce the concept of a light field transformer at the interface of transmissive occluders. This generates mathematically sound, virtual, and possibly negative-valued light sources after the occluder. From a rendering perspective the only simple change is that radiance can be temporarily negative. We demonstrate the correctness of our approach both analytically, as well by comparing values with standard experiments in physics such as the Young s double slit. Our implementation is a shader program in OpenGL that can generate wave effects on arbitrary surfaces.Item A Hybrid Approach to Multiple Fluid Simulation using Volume Fractions(The Eurographics Association and Blackwell Publishing Ltd, 2010) Kang, Nahyup; Park, Jinho; Noh, Junyong; Shin, Sung YongThis paper presents a hybrid approach to multiple fluid simulation that can handle miscible and immiscible fluids, simultaneously. We combine distance functions and volume fractions to capture not only the discontinuous interface between immiscible fluids but also the smooth transition between miscible fluids. Our approach consists of four steps: velocity field computation, volume fraction advection, miscible fluid diffusion, and visualization. By providing a combining scheme between volume fractions and level set functions, we are able to take advantages of both representation schemes of fluids. From the system point of view, our work is the first approach to Eulerian grid-based multiple fluid simulation including both miscible and immiscible fluids. From the technical point of view, our approach addresses the issues arising from variable density and viscosity together with material diffusion. We show that the effectiveness of our approach to handle multiple miscible and immiscible fluids through experiments.Item Synthesis of Responsive Motion Using a Dynamic Model(The Eurographics Association and Blackwell Publishing Ltd, 2010) Ye, Yuting; Liu, C. KarenSynthesizing the movements of a responsive virtual character in the event of unexpected perturbations has proven a difficult challenge. To solve this problem, we devise a fully automatic method that learns a nonlinear probabilistic model of dynamic responses from very few perturbed walking sequences. This model is able to synthesize responses and recovery motions under new perturbations different from those in the training examples. When perturbations occur, we propose a physics-based method that initiates motion transitions to the most probable response example based on the dynamic states of the character. Our algorithm can be applied to any motion sequences without the need for preprocessing such as segmentation or alignment. The results show that three perturbed motion clips can sufficiently generate a variety of realistic responses, and 14 clips can create a responsive virtual character that reacts realistically to external forces in different directions applied on different body parts at different moments in time.