Volume 29 (2010)
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Item Time-Dependent 2-D Vector Field Topology: An Approach Inspired by Lagrangian Coherent Structures(The Eurographics Association and Blackwell Publishing Ltd, 2010) Sadlo, F.; Weiskopf, D.This paper presents an approach to a time-dependent variant of the concept of vector field topology for 2-D vector fields. Vector field topology is defined for steady vector fields and aims at discriminating the domain of a vector field into regions of qualitatively different behaviour. The presented approach represents a generalization for saddle-type critical points and their separatrices to unsteady vector fields based on generalized streak lines, with the classical vector field topology as its special case for steady vector fields. The concept is closely related to that of Lagrangian coherent structures obtained as ridges in the finite-time Lyapunov exponent field. The proposed approach is evaluated on both 2-D time-dependent synthetic and vector fields from computational fluid dynamics.Item Transparent and Specular Object Reconstruction(The Eurographics Association and Blackwell Publishing Ltd, 2010) Ihrke, Ivo; Kutulakos, Kiriakos N.; Lensch, Hendrik P. A.; Magnor, Marcus; Heidrich, WolfgangThis state of the art report covers reconstruction methods for transparent and specular objects or phenomena. While the 3D acquisition of opaque surfaces with Lambertian reflectance is a well-studied problem, transparent, refractive, specular and potentially dynamic scenes pose challenging problems for acquisition systems. This report reviews and categorizes the literature in this field.Despite tremendous interest in object digitization, the acquisition of digital models of transparent or specular objects is far from being a solved problem. On the other hand, real-world data is in high demand for applications such as object modelling, preservation of historic artefacts and as input to data-driven modelling techniques. With this report we aim at providing a reference for and an introduction to the field of transparent and specular object reconstruction.We describe acquisition approaches for different classes of objects. Transparent objects/phenomena that do not change the straight ray geometry can be found foremost in natural phenomena. Refraction effects are usually small and can be considered negligible for these objects. Phenomena as diverse as fire, smoke, and interstellar nebulae can be modelled using a straight ray model of image formation. Refractive and specular surfaces on the other hand change the straight rays into usually piecewise linear ray paths, adding additional complexity to the reconstruction problem. Translucent objects exhibit significant sub-surface scattering effects rendering traditional acquisition approaches unstable. Different classes of techniques have been developed to deal with these problems and good reconstruction results can be achieved with current state-of-the-art techniques. However, the approaches are still specialized and targeted at very specific object classes. We classify the existing literature and hope to provide an entry point to this exiting field.Item Creating and Animating Subject-Specific Anatomical Models(The Eurographics Association and Blackwell Publishing Ltd, 2010) Gilles, B.; Reveret, L.; Pai, D. K.Creating and animating subject-specific anatomical models is traditionally a difficult process involving medical image segmentation, geometric corrections and the manual definition of kinematic parameters. In this paper, we introduce a novel template morphing algorithm that facilitates three-dimensional modelling and parameterization of skeletons. Target data can be either medical images or surfaces of the whole skeleton. We incorporate prior knowledge about bone shape, the feasible skeleton pose and the morphological variability in the population. This allows for noise reduction, bone separation and the transfer, from the template, of anatomical and kinematical information not present in the input data. Our approach treats both local and global deformations in successive regularization steps: smooth elastic deformations are represented by an as-rigid-as-possible displacement field between the reference and current configuration of the template, whereas global and discontinuous displacements are estimated through a projection onto a statistical shape model and a new joint pose optimization scheme with joint limits.Item Winding Roads: Routing edges into bundles(The Eurographics Association and Blackwell Publishing Ltd., 2010) Lambert, Antoine; Bourqui, Romain; Auber, David; G. Melancon, T. Munzner, and D. WeiskopfVisualizing graphs containing many nodes and edges efficiently is quite challenging. Drawings of such graphs generally suffer from visual clutter induced by the large amount of edges and their crossings. Consequently, it is difficult to read the relationships between nodes and the high-level edge patterns that may exist in standard nodelink diagram representations. Edge bundling techniques have been proposed to help solve this issue, which rely on high quality edge rerouting. In this paper, we introduce an intuitive edge bundling technique which efficiently reduces edge clutter in graphs drawings. Our method is based on the use of a grid built using the original graph to compute the edge rerouting. In comparison with previously proposed edge bundling methods, our technique improves both the level of clutter reduction and the computation performance. The second contribution of this paper is a GPU-based rendering method which helps users perceive bundles densities while preserving edge color.Item Fragment-Parallel Composite and Filter(The Eurographics Association and Blackwell Publishing Ltd, 2010)Item Closed-form Blending of Local Symmetries(2010) Deboshmita Ghosh; Nina Amenta; Michael KazhdanWe present a closed-form solution for the symmetrization problem, solving for the optimal deformation that reconciles a set of local bilateral symmetries. Given as input a set of point-pairs which should be symmetric, we first compute for each local neighborhood a transformation which would produce an approximate bilateral symmetry. We then solve for a single global symmetry which includes all of these local symmetries, while minimizing the deformation within each local neighborhood. Our main motivation is the symmetrization of digitized fossils, which are often deformed by a combination of compression and bending. In addition, we use the technique to symmetrize articulated models.Item Resampling Strategies for Deforming MLS Surfaces(The Eurographics Association and Blackwell Publishing Ltd, 2010) Gois, Joao Paulo; Buscaglia, Gustavo C.Moving-least-squares (MLS) surfaces undergoing large deformations need periodic regeneration of the point set (point-set resampling) so as to keep the point-set density quasi-uniform. Previous work by the authors dealt with algebraic MLS surfaces, and proposed a resampling strategy based on defining the new points at the intersections of the MLS surface with a suitable set of rays. That strategy has very low memory requirements and is easy to parallelize. In this article new resampling strategies with reduced CPU-time cost are explored. The basic idea is to choose as set of rays the lines of a regular, Cartesian grid, and to fully exploit this grid: as data structure for search queries, as spatial structure for traversing the surface in a continuation-like algorithm, and also as approximation grid for an interpolated version of the MLS surface. It is shown that in this way a very simple and compact resampling technique is obtained, which cuts the resampling cost by half with affordable memory requirements.Item A Layered Particle-Based Fluid Model for Real-Time Rendering of Water(The Eurographics Association and Blackwell Publishing Ltd, 2010) Bagar, Florian; Scherzer, Daniel; Wimmer, MichaelWe present a physically based real-time water simulation and rendering method that brings volumetric foam to the real-time domain, significantly increasing the realism of dynamic fluids. We do this by combining a particle-based fluid model that is capable of accounting for the formation of foam with a layered rendering approach that is able to account for the volumetric properties of water and foam. Foam formation is simulated through Weber number thresholding. For rendering, we approximate the resulting water and foam volumes by storing their respective boundary surfaces in depth maps. This allows us to calculate the attenuation of light rays that pass through these volumes very efficiently. We also introduce an adaptive curvature flow filter that produces consistent fluid surfaces from particles independent of the viewing distance.Item Condenser-Based Instant Reflectometry(The Eurographics Association and Blackwell Publishing Ltd, 2010) Lan, Yanxiang; Dong, Yue; Wang, Jiaping; Tong, Xin; Guo, BainingWe present a technique for rapid capture of high quality bidirectional reflection distribution functions(BRDFs) of surface points. Our method represents the BRDF at each point by a generalized microfacet model with tabulated normal distribution function (NDF) and assumes that the BRDF is symmetrical. A compact and light-weight reflectometry apparatus is developed for capturing reflectance data from each surface point within one second. The device consists of a pair of condenser lenses, a video camera, and six LED light sources. During capture, the reflected rays from a surface point lit by a LED lighting are refracted by a condenser lenses and efficiently collected by the camera CCD. Taking advantage of BRDF symmetry, our reflectometry apparatus provides an efficient optical design to improve the measurement quality. We also propose a model fitting algorithm for reconstructing the generalized microfacet model from the sparse BRDF slices captured from a material surface point. Our new algorithm addresses the measurement errors and generates more accurate results than previous work. Our technique provides a practical and efficient solution for BRDF acquisition, especially for materials with anisotropic reflectance. We test the accuracy of our approach by comparing our results with ground truth. We demonstrate the efficiency of our reflectometry by measuring materials with different degrees of specularity, values of Fresnel factor, and angular variation.Item Multi-Resolution Cloth Simulation(The Eurographics Association and Blackwell Publishing Ltd, 2010) Lee, Yongjoon; Yoon, Sung-eui; Oh, Seungwoo; Kim, Duksu; Choi, SungheeWe propose a novel, multi-resolution method to efficiently perform large-scale cloth simulation. Our cloth simulation method is based on a triangle-based energy model constructed from a cloth mesh. We identify that solutions of the linear system of cloth simulation are smooth in certain regions of the cloth mesh and solve the linear system on those regions in a reduced solution space. Then we reconstruct the original solutions by performing a simple interpolation from solutions computed in the reduced space. In order to identify regions where solutions are smooth, we propose simplification metrics that consider stretching, shear, and bending forces, as well as geometric collisions. Our multi-resolution method can be applied to many existing cloth simulation methods, since our method works on a general linear system. In order to demonstrate benefits of our method, we apply our method into four large-scale cloth benchmarks that consist of tens or hundreds of thousands of triangles. Because of the reduced computations, we achieve a performance improvement by a factor of up to one order of magnitude, with a little loss of simulation quality.Item Tetrahedral Embedded Boundary Methods for Accurate and Flexible Adaptive Fluids(The Eurographics Association and Blackwell Publishing Ltd, 2010) Batty, Christopher; Xenos, Stefan; Houston, BenWhen simulating fluids, tetrahedral methods provide flexibility and ease of adaptivity that Cartesian grids find difficult to match. However, this approach has so far been limited by two conflicting requirements. First, accurate simulation requires quality Delaunay meshes and the use of circumcentric pressures. Second, meshes must align with potentially complex moving surfaces and boundaries, necessitating continuous remeshing. Unfortunately, sacrificing mesh quality in favour of speed yields inaccurate velocities and simulation artifacts. We describe how to eliminate the boundary-matching constraint by adapting recent embedded boundary techniques to tetrahedra, so that neither air nor solid boundaries need to align with mesh geometry. This enables the use of high quality, arbitrarily graded, non-conforming Delaunay meshes, which are simpler and faster to generate. Temporal coherence can also be exploited by reusing meshes over adjacent timesteps to further reduce meshing costs. Lastly, our free surface boundary condition eliminates the spurious currents that previous methods exhibited for slow or static scenarios. We provide several examples demonstrating that our efficient tetrahedral embedded boundary method can substantially increase the flexibility and accuracy of adaptive Eulerian fluid simulation.Item Fast Particle-based Visual Simulation of Ice Melting(The Eurographics Association and Blackwell Publishing Ltd, 2010) Iwasaki, K.; Uchida, H.; Dobashi, Y.; Nishita, T.The visual simulation of natural phenomena has been widely studied. Although several methods have been proposed to simulate melting, the flows of meltwater drops on the surfaces of objects are not taken into account. In this paper, we propose a particle-based method for the simulation of the melting and freezing of ice objects and the interactions between ice and fluids. To simulate the flow of meltwater on ice and the formation of water droplets, a simple interfacial tension is proposed, which can be easily incorporated into common particle-based simulation methods such as Smoothed Particle Hydrodynamics. The computations of heat transfer, the phase transition between ice and water, the interactions between ice and fluids, and the separation of ice due to melting are further accelerated by implementing our method using CUDA. We demonstrate our simulation and rendering method for depicting melting ice at interactive frame-rates.Item High Fidelity Scan Merging(2010) Julie Digne; Jean-Michel Morel; Nicolas Audfray; Claire LartigueFor each scanned object 3D triangulation laser scanners deliver multiple sweeps corresponding to multiple laser motions and orientations. The problem of aligning these scans has been well solved by using rigid and, more recently, non-rigid transformations. Nevertheless, there are always residual local offsets between scans which forbid a direct merging of the scans, and force to some preliminary smoothing. Indeed, the tiling and aliasing effects due to the tiniest normal displacements of the scans can be dramatic. This paper proposes a general method to tackle this problem. The algorithm decomposes each scan into its high and low frequency components and fuses the low frequencies while keeping intact the high frequency content. It produces a mesh with the highest attainable resolution, having for vertices all raw data points of all scans. This exhaustive fusion of scans maintains the finest texture details. The method is illustrated on several high resolution scans of archeological objects.Item Adaptive Volumetric Shadow Maps(The Eurographics Association and Blackwell Publishing Ltd, 2010) Salvi, Marco; Vidimce, Kiril; Lauritzen, Andrew; Lefohn, AaronWe introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on-chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground-truth correct solution and performs competitively to existing real-time rendering techniques while providing higher quality volumetric shadows.Item Editorial(The Eurographics Association and Blackwell Publishing Ltd, 2010) Scopigno, Roberto; Groeller, EduardItem Shared Sampling for Real-Time Alpha Matting(The Eurographics Association and Blackwell Publishing Ltd, 2010) Gastal, Eduardo S. L.; Oliveira, Manuel M.Image matting aims at extracting foreground elements from an image by means of color and opacity (alpha) estimation. While a lot of progress has been made in recent years on improving the accuracy of matting techniques, one common problem persisted: the low speed of matte computation. We present the first real-time matting technique for natural images and videos. Our technique is based on the observation that, for small neighborhoods, pixels tend to share similar attributes. Therefore, independently treating each pixel in the unknown regions of a trimap results in a lot of redundant work. We show how this computation can be significantly and safely reduced by means of a careful selection of pairs of background and foreground samples. Our technique achieves speedups of up to two orders of magnitude compared to previous ones, while producing high-quality alpha mattes. The quality of our results has been verified through an independent benchmark. The speed of our technique enables, for the first time, real-time alpha matting of videos, and has the potential to enable a new class of exciting applications.Item A Key-Pose Caching System for Rendering an Animated Crowd in Real-Time(The Eurographics Association and Blackwell Publishing Ltd, 2010) Lister, W.; Laycock, R.G.; Day, A.M.We present a method to accelerate the visualization of large crowds of animated characters. Linear-blend skinning remains the dominant approach for animating a crowd but its efficiency can be improved by utilizing the temporal and intra-crowd coherencies that are inherent within a populated scene. Our work adopts a caching system that enables a skinned key-pose to be re-used by multi-pass rendering, between multiple agents and across multiple frames. We investigate two different methods; an intermittent caching scheme (whereby each member of a crowd is animated using only its nearest key-pose) and an interpolative approach that enables key-pose blending to be supported. For the latter case, we show that finding the optimal set of key-poses to store is an NP-hard problem and present a greedy algorithm suitable for real-time applications. Both variants deliver a worthwhile performance improvement in comparison to using linear-blend skinning alone.Item User-Controllable Color Transfer(The Eurographics Association and Blackwell Publishing Ltd, 2010) An, Xiaobo; Pellacini, FabioThis paper presents an image editing framework where users use reference images to indicate desired color edits. In our approach, users specify pairs of strokes to indicate corresponding regions in both the original and the reference image that should have the same color style . Within each stroke pair, a nonlinear constrained parametric transfer model is used to transfer the reference colors to the original. We estimate the model parameters by matching color distributions, under constraints that ensure no visual artifacts are present in the transfer result. To perform transfer on the whole image, we employ optimization methods to propagate the model parameters defined at each stroke location to spatially-close regions of similar appearance. This stroke-based formulation requires minimal user effort while retaining the high degree of user control necessary to allow artistic interpretations. We demonstrate our approach by performing color transfer on a number of image pairs varying in content and style, and show that our algorithm outperforms state-of-the-art color transfer methods on both user-controllability and visual qualities of the transfer results.Item Fast and Scalable CPU/GPU Collision Detection for Rigid and Deformable Surfaces(2010) Simon Pabst; Artur Koch; Wolfgang StrasserWe present a new hybrid CPU/GPU collision detection technique for rigid and deformable objects based on spatial subdivision. Our approach efficiently exploits the massive computational capabilities of modern CPUs and GPUs commonly found in off-the-shelf computer systems. The algorithm is specifically tailored to be highly scalable on both the CPU and the GPU sides. We can compute discrete and continuous external and self-collisions of nonpenetrating rigid and deformable objects consisting of many tens of thousands of triangles in a few milliseconds on a modern PC. Our approach is orders of magnitude faster than earlier CPU-based approaches and up to twice as fast as the most recent GPU-based techniques.Item Image Synthesis for Branching Structures(The Eurographics Association and Blackwell Publishing Ltd, 2010) Sibbing, Dominik; Pavic, Darko; Kobbelt, LeifWe present a set of techniques for the synthesis of artificial images that depict branching structures like rivers, cracks, lightning, mountain ranges, or blood vessels. The central idea is to build a statistical model that captures the characteristic bending and branching structure from example images. Then a new skeleton structure is synthesized and the final output image is composed from image fragments of the original input images. The synthesis part of our algorithm runs mostly automatic but it optionally allows the user to control the process in order to achieve a specific result. The combination of the statistical bending and branching model with sophisticated fragment-based image synthesis corresponds to a multi-resolution decomposition of the underlying branching structure into the low frequency behavior (captured by the statistical model) and the high frequency detail (captured by the image detail in the fragments). This approach allows for the synthesis of realistic branching structures, while at the same time preserving important textural details from the original image.