Full Papers 2014 - CGF 33-Issue 2
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Item 3D Timeline: Reverse Engineering of a Part-based Provenance from Consecutive 3D Models(The Eurographics Association and John Wiley and Sons Ltd., 2014) Dobos, Jozef; Mitra, Niloy J.; Steed, Anthony; B. Levy and J. KautzWe present a novel tool for reverse engineering of modeling histories from consecutive 3D files based on a timeline abstraction. Although a timeline interface is commonly used in 3D modeling packages for animations, it has not been used on geometry manipulation before. Unlike previous visualization methods that require instrumentation of editing software, our approach does not rely on pre-recorded editing instructions. Instead, each stand-alone 3D file is treated as a keyframe of a construction flow from which the editing provenance is reverse engineered. We evaluate this tool on six complex 3D sequences created in a variety of modeling tools by different professional artists and conclude that it provides useful means of visualizing and understanding the editing history. A comparative user study suggests the tool is well suited for this purpose.Item 4D Video Textures for Interactive Character Appearance(The Eurographics Association and John Wiley and Sons Ltd., 2014) Casas, Dan; Volino, Marco; Collomosse, John; Hilton, Adrian; B. Levy and J. Kautzanimation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free-viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video-realistic interactive animation through two contributions: a layered view-dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high-level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user-study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost.Item Accurate and Efficient Lighting for Skinned Models(The Eurographics Association and John Wiley and Sons Ltd., 2014) Tarini, Marco; Panozzo, Daniele; Sorkine-Hornung, Olga; B. Levy and J. KautzIn the context of real-time, GPU-based rendering of animated skinned meshes, we propose a new algorithm to compute surface normals with minimal overhead both in terms of the memory footprint and the required per-vertex operations. By accounting for the variation of the skinning weights over the surface, we achieve a higher visual quality compared to the standard approximation ubiquitously used in video-game engines and other real-time applications. Our method supports Linear Blend Skinning and Dual Quaternion Skinning. We demonstrate the advantages of our technique on a variety of datasets and provide a complete open-source implementation, including GLSL shaders.Item Adaptive Texture Space Shading for Stochastic Rendering(The Eurographics Association and John Wiley and Sons Ltd., 2014) Andersson, Magnus; Hasselgren, Jon; Toth, Robert; Akenine-Möller, Tomas; B. Levy and J. KautzWhen rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naïve way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely in an object-space texture, and by selecting an appropriate mipmap level for each triangle, we ensure that the shading rate is sufficiently high so that no noticeable blurring is introduced in the rendered image. Furthermore, with a two-pass algorithm, we separate shading from reuse and thus avoid GPU thread synchronization. Our method runs at real-time frame rates and is up to 3x faster than previous methods. This is an important step forward for stochastic rasterization in real time.Item Analogy-Driven 3D Style Transfer(The Eurographics Association and John Wiley and Sons Ltd., 2014) Ma, Chongyang; Huang, Haibin; Sheffer, Alla; Kalogerakis, Evangelos; Wang, Rui; B. Levy and J. KautzStyle transfer aims to apply the style of an exemplar model to a target one, while retaining the target s structure. The main challenge in this process is to algorithmically distinguish style from structure, a high-level, potentially ill-posed cognitive task. Inspired by cognitive science research we recast style transfer in terms of shape analogies. In IQ testing, shape analogy queries present the subject with three shapes: source, target and exemplar, and ask them to select an output such that the transformation, or analogy, from the exemplar to the output is similar to that from the source to the target. The logical process involved in identifying the source-to-target analogies implicitly detects the structural differences between the source and target and can be used effectively to facilitate style transfer. Since the exemplar has a similar structure to the source, applying the analogy to the exemplar will provide the output we seek. The main technical challenge we address is to compute the source to target analogies, consistent with human logic. We observe that the typical analogies we look for consist of a small set of simple transformations, which when applied to the exemplar generate a continuous, seamless output model. To assemble a shape analogy, we compute an optimal set of source-to-target transformations, such that the assembled analogy best fits these criteria. The assembled analogy is then applied to the exemplar shape to produce the desired output model. We use the proposed framework to seamlessly transfer a variety of style properties between 2D and 3D objects and demonstrate significant improvements over the state of the art in style transfer. We further show that our framework can be used to successfully complete partial scans with the help of a user provided structural template, coherently propagating scan style across the completed surfaces.Item Art-Photographic Detail Enhancement(The Eurographics Association and John Wiley and Sons Ltd., 2014) Son, Minjung; Lee, Yunjin; Kang, Henry; Lee, Seungyong; B. Levy and J. KautzWe present a novel method for enhancing details in a digital photograph, inspired by the principle of art photography. In contrast to the previous methods that primarily rely on tone scaling, our technique provides a flexible tone transform model that consists of two operators: shifting and scaling. This model permits shifting of the tonal range in each image region to enable significant detail boosting regardless of the original tone. We optimize these shift and scale factors in our constrained optimization framework to achieve extreme detail enhancement across the image in a piecewise smooth fashion, as in art photography. The experimental results show that the proposed method brings out a significantly large amount of details even from an ordinary low-dynamic range image.Item Automatic Generation of Tourist Brochures(The Eurographics Association and John Wiley and Sons Ltd., 2014) Birsak, Michael; Musialski, Przemyslaw; Wonka, Peter; Wimmer, Michael; B. Levy and J. KautzWe present a novel framework for the automatic generation of tourist brochures that include routing instructions and additional information presented in the form of so-called detail lenses. The first contribution of this paper is the automatic creation of layouts for the brochures. Our approach is based on the minimization of an energy function that combines multiple goals: positioning of the lenses as close as possible to the corresponding region shown in an overview map, keeping the number of lenses low, and an efficient numbering of the lenses. The second contribution is a route-aware simplification of the graph of streets used for traveling between the points of interest (POIs). This is done by reducing the graph consisting of all shortest paths through the minimization of an energy function. The output is a subset of street segments that enable traveling between all the POIs without considerable detours, while at the same time guaranteeing a clutter-free visualization.Item Clean Color: Improving Multi-filament 3D Prints(The Eurographics Association and John Wiley and Sons Ltd., 2014) Hergel, Jean; Lefebvre, Sylvain; B. Levy and J. KautzFused Filament Fabrication is an additive manufacturing process by which a 3D object is created from plastic filament. The filament is pushed through a hot nozzle where it melts. The nozzle deposits plastic layer after layer to create the final object. This process has been popularized by the RepRap community. Several printers feature multiple extruders, allowing objects to be formed from multiple materials or colors. The extruders are mounted side by side on the printer carriage. However, the print quality suffers when objects with color patterns are printed a disappointment for designers interested in 3D printing their colored digital models. The most severe issue is the oozing of plastic from the idle extruders: Plastics of different colors bleed onto each other giving the surface a smudged aspect, excess strings oozing from the extruder deposit on the surface, and holes appear due to this missing plastic. Fixing this issue is difficult: increasing the printing speed reduces oozing but also degrades surface quality on large prints the required speed level become impractical. Adding a physical mechanism increases cost and print time as extruders travel to a cleaning station. Instead, we rely on software and exploit degrees of freedom of the printing process. We introduce three techniques that complement each other in improving the print quality significantly. We first reduce the impact of oozing plastic by choosing a better azimuth angle for the printed part. We build a disposable rampart in close proximity of the part, giving the extruders the opportunity to wipe oozing strings and refill with hot plastic. We finally introduce a toolpath planner avoiding and hiding most of the defects due to oozing, and seamlessly integrating the rampart. We demonstrate our technique on several challenging multiple color prints, and show that our tool path planner improves the surface finish of single color prints as well.Item Coded Exposure HDR Light-Field Video Recording(The Eurographics Association and John Wiley and Sons Ltd., 2014) Schedl, David C.; Birklbauer, Clemens; Bimber, Oliver; B. Levy and J. KautzCapturing exposure sequences to compute high dynamic range (HDR) images causes motion blur in cases of camera movement. This also applies to light-field cameras: frames rendered from multiple blurred HDR lightfield perspectives are also blurred. While the recording times of exposure sequences cannot be reduced for a single-sensor camera, we demonstrate how this can be achieved for a camera array. Thus, we decrease capturing time and reduce motion blur for HDR light-field video recording. Applying a spatio-temporal exposure pattern while capturing frames with a camera array reduces the overall recording time and enables the estimation of camera movement within one light-field video frame. By estimating depth maps and local point spread functions (PSFs) from multiple perspectives with the same exposure, regional motion deblurring can be supported. Missing exposures at various perspectives are then interpolated.Item Compressing Dynamic Meshes with Geometric Laplacians(The Eurographics Association and John Wiley and Sons Ltd., 2014) Vasa, Libor; Marras, Stefano; Hormann, Kai; Brunnett, Guido; B. Levy and J. KautzThis paper addresses the problem of representing dynamic 3D meshes in a compact way, so that they can be stored and transmitted efficiently. We focus on sequences of triangle meshes with shared connectivity, avoiding the necessity of having a skinning structure. Our method first computes an average mesh of the whole sequence in edge shape space. A discrete geometric Laplacian of this average surface is then used to encode the coefficients that describe the trajectories of the mesh vertices. Optionally, a novel spatio-temporal predictor may be applied to the trajectories to further improve the compression rate. We demonstrate that our approach outperforms the current state of the art in terms of low data rate at a given perceived distortion, as measured by the STED and KG error metrics.Item Content-Aware Surface Parameterization for Interactive Restoration of Historical Documents(The Eurographics Association and John Wiley and Sons Ltd., 2014) Pal, Kazim; Schüller, Christian; Panozzo, Daniele; Sorkine-Hornung, Olga; Weyrich, Tim; B. Levy and J. KautzWe present an interactive method to restore severely damaged historical parchments. When damaged by heat in a fire, such manuscripts undergo a complex deformation and contain various geometric distortions such as wrinkling, buckling, and shrinking, rendering them nearly illegible. They cannot be physically flattened due to the risk of further damage. We propose a virtual restoration framework to estimate the non-rigid deformation the parchment underwent and to revert it, making reading the text significantly easier whilst maintaining the veracity of the textual content. We estimate the deformation by combining automatically extracted constraints with user-provided hints informed by domain knowledge. We demonstrate that our method successfully flattens and straightens the text on a variety of pages scanned from a 17th century document which fell victim to fire damage.Item Crack-free Rendering of Dynamically Tesselated B-Rep Models(The Eurographics Association and John Wiley and Sons Ltd., 2014) Claux, Frédéric; Barthe, Loïc; Vanderhaeghe, David; Jessel, Jean-Pierre; Paulin, Mathias; B. Levy and J. KautzWe propose a versatile pipeline to render B-Rep models interactively, precisely and without rendering-related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray-casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then fills up cracks in the rendered image. Crack detection works in image space, using depth information, while crack-filling is either achieved in image space using a simple classification process, or performed in object space through selective ray-casting. The crack filling method can be dynamically changed at runtime. Our image space crack filling approach has a limited runtime cost and enables high quality, real-time navigation. Our higher quality, object space approach results in a rendering of similar quality than full-scene ray-casting, but is 2 to 6 times faster, can be used during navigation and provides accurate, reliable rendering. Integration of our work with existing tesselation-based rendering engines is straightforward.Item Crowd Sculpting: A Space-time Sculpting Method for Populating Virtual Environments(The Eurographics Association and John Wiley and Sons Ltd., 2014) Jordao, Kevin; Pettré, Julien; Christie, Marc; Cani, Marie-Paule; B. Levy and J. KautzWe introduce "Crowd Sculpting": a method to interactively design populated environments by using intuitive deformation gestures to drive both the spatial coverage and the temporal sequencing of a crowd motion. Our approach assembles large environments from sets of spatial elements which contain inter-connectible, periodic crowd animations. Such a Crowd Patches approach allows us to avoid expensive and difficult-to-control simulations. It also overcomes the limitations of motion editing, that would result into animations delimited in space and time. Our novel methods allows the user to control the crowd patches layout in ways inspired by elastic shape sculpting: the user creates and tunes the desired populated environment through stretching, bending, cutting and merging gestures, applied either in space or time. Our examples demonstrate that our method allows the space-time editing of very large populations and results into endless animation, while offering real-time, intuitive control and maintaining animation quality.Item Deformation with Enforced Metrics on Length, Area and Volume(The Eurographics Association and John Wiley and Sons Ltd., 2014) Jin, Shuo; Zhang, Yunbo; Wang, Charlie C. L.; B. Levy and J. KautzTechniques have been developed to deform a mesh with multiple types of constraints. One limitation of prior methods is that the accuracy of demanded metrics on the resultant model cannot be guaranteed. Adding metrics directly as hard constraints to an optimization functional often leads to unexpected distortion when target metrics differ significant from what are on the input model. In this paper, we present an effective framework to deform mesh models by enforcing demanded metrics on length, area and volume. To approach target metrics stably and minimize distortion, an iterative scale-driven deformation is investigated, and a global optimization functional is exploited to balance the scaling effect at different parts of a model. Examples demonstrate that our approach provides a user-friendly tool for designers who are used to semantic input.Item Designing Large-Scale Interactive Traffic Animations for Urban Modeling(The Eurographics Association and John Wiley and Sons Ltd., 2014) Garcia-Dorado, Ignacio; Aliaga, Daniel G.; Ukkusuri, Satish V.; B. Levy and J. KautzDesigning and optimizing traffic behavior and animation is a challenging problem of interest to virtual environment content generation and to urban planning and design. While some traffic simulation methods have appeared in computer graphics, most related systems focus on the design of buildings, roads, or cities but without explicitly considering urban traffic. To our knowledge, our work provides the first interactive approach which enables a designer to specify a desired vehicular traffic behavior (e.g., road occupancy, travel time, emissions, etc.) and the system will automatically compute what realistic 3D urban model (e.g., an interconnected network of roads, parcels, and buildings) yields the specified behavior. Our system both altered and improved traffic behavior in novel procedurally-generated cities and in road networks of existing cities. Our urban models contain up to 360 km of roads, 300,000 vehicles, and typically cover four hours of simulated peak traffic time. The typical editing session time to "paint" a new traffic pattern and to compute the new/changed urban model is two to five minutes.Item Detection and Reconstruction of Freeform Sweeps(The Eurographics Association and John Wiley and Sons Ltd., 2014) Barton, Michael; Pottmann, Helmut; Wallner, Johannes; B. Levy and J. KautzWe study the difficult problem of deciding if parts of a freeform surface can be generated, or approximately generated, by the motion of a planar profile through space. While this task is basic for understanding the geometry of shapes as well as highly relevant for manufacturing and building construction, previous approaches were confined to special cases like kinematic surfaces or moulding surfaces. The general case remained unsolved so far. We approach this problem by a combination of local and global methods: curve analysis with regard to movability , curve comparison by common substring search in curvature plots, an exhaustive search through all planar cuts enhanced by quick rejection procedures, the ordering of candidate profiles and finally, global optimization. The main applications of our method are digital reconstruction of CAD models exhibiting sweep patches, and aiding in manufacturing freeform surfaces by pointing out those parts which can be approximated by sweeps.Item Dual-Color Mixing for Fused Deposition Modeling Printers(The Eurographics Association and John Wiley and Sons Ltd., 2014) Reiner, Tim; Carr, Nathan; Mech, Radomir; Stava, Ondrej; Dachsbacher, Carsten; Miller, Gavin; B. Levy and J. KautzIn this work we detail a method that leverages the two color heads of recent low-end fused deposition modeling (FDM) 3D printers to produce continuous tone imagery. The challenge behind producing such two-tone imagery is how to finely interleave the two colors while minimizing the switching between print heads, making each color printed span as long and continuous as possible to avoid artifacts associated with printing short segments. The key insight behind our work is that by applying small geometric offsets, tone can be varied without the need to switch color print heads within a single layer. We can now effectively print (two-tone) texture mapped models capturing both geometric and color information in our output 3D prints.Item Efficient Enforcement of Hard Articulation Constraints in the Presence of Closed Loops and Contacts(The Eurographics Association and John Wiley and Sons Ltd., 2014) Tomcin, Robin; Sibbing, Dominik; Kobbelt, Leif; B. Levy and J. KautzIn rigid body simulation, one must distinguish between contacts (so-called unilateral constraints) and articulations (bilateral constraints). For contacts and friction, iterative solution methods have proven most useful for interactive applications, often in combination with Shock-Propagation in cases with strong interactions between contacts (such as stacks), prioritizing performance and plausibility over accuracy. For articulation constraints, direct solution methods are preferred, because one can rely on a factorization with linear time complexity for tree-like systems, even in ill-conditioned cases caused by large mass-ratios or high complexity. Despite recent advances, combining the advantages of direct and iterative solution methods wrt. performance has proven difficult and the intricacy of articulations in interactive applications is often limited by the convergence speed of the iterative solution method in the presence of closed kinematic loops (i.e. auxiliary constraints) and contacts. We identify common performance bottlenecks in the dynamic simulation of unilateral and bilateral constraints and are able to present a simulation method, that scales well in the number of constraints even in ill-conditioned cases with frictional contacts, collisions and closed loops in the kinematic graph. For cases where many joints are connected to a single body, we propose a technique to increase the sparsity of the positive definite linear system. A solution to these bottlenecks is presented in this paper to make the simulation of a wider range of mechanisms possible in real-time without extensive parameter tuning.Item Efficient Monte Carlo Rendering with Realistic Lenses(The Eurographics Association and John Wiley and Sons Ltd., 2014) Hanika, Johannes; Dachsbacher, Carsten; B. Levy and J. KautzIn this paper we present a novel approach to simulate image formation for a wide range of real world lenses in the Monte Carlo ray tracing framework. Our approach sidesteps the overhead of tracing rays through a system of lenses and requires no tabulation. To this end we first improve the precision of polynomial optics to closely match ground-truth ray tracing. Second, we show how the Jacobian of the optical system enables efficient importance sampling, which is crucial for difficult paths such as sampling the aperture which is hidden behind lenses on both sides. Our results show that this yields converged images significantly faster than previous methods and accurately renders complex lens systems with negligible overhead compared to simple models, e.g. the thin lens model. We demonstrate the practicality of our method by incorporating it into a bidirectional path tracing framework and show how it can provide information needed for sophisticated light transport algorithms.Item ExploreMaps: Efficient Construction and Ubiquitous Exploration of Panoramic View Graphs of Complex 3D Environments(The Eurographics Association and John Wiley and Sons Ltd., 2014) Benedetto, Marco Di; Ganovelli, Fabio; Rodriguez, Marcos Balsa; Villanueva, Alberto Jaspe; Scopigno, Roberto; Gobbetti, Enrico; B. Levy and J. KautzWe introduce a novel efficient technique for automatically transforming a generic renderable 3D scene into a simple graph representation named ExploreMaps, where nodes are nicely placed point of views, called probes, and arcs are smooth paths between neighboring probes. Each probe is associated with a panoramic image enriched with preferred viewing orientations, and each path with a panoramic video. Our GPU-accelerated unattended construction pipeline distributes probes so as to guarantee coverage of the scene while accounting for perceptual criteria before finding smooth, good looking paths between neighboring probes. Images and videos are precomputed at construction time with off-line photorealistic rendering engines, providing a convincing 3D visualization beyond the limits of current real-time graphics techniques. At run-time, the graph is exploited both for creating automatic scene indexes and movie previews of complex scenes and for supporting interactive exploration through a low-DOF assisted navigation interface and the visual indexing of the scene provided by the selected viewpoints. Due to negligible CPU overhead and very limited use of GPU functionality, real-time performance is achieved on emerging web-based environments based on WebGL even on low-powered mobile devices.