26-Issue 3

Permanent URI for this collection

EG 2007 Conference Proceedings

BibTeX (26-Issue 3)
                
@article{
10.1111:j.1467-8659.2007.01043.x,
journal = {Computer Graphics Forum}, title = {{
Reverse Engineering Nature}},
author = {
Jensen, Henrik Wann
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01043.x}
}
                
@article{
10.1111:j.1467-8659.2007.01044.x,
journal = {Computer Graphics Forum}, title = {{
Serious Games: Broadening Games Impact Beyond Entertainment}},
author = {
Sawyer, Ben
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01044.x}
}
                
@article{
10.1111:j.1467-8659.2007.01045.x,
journal = {Computer Graphics Forum}, title = {{
What can Computer Graphics expect from 3D Computer Vision?}},
author = {
Sara, Radim
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01045.x}
}
                
@article{
10.1111:j.1467-8659.2007.01047.x,
journal = {Computer Graphics Forum}, title = {{
Skeleton-based Variational Mesh Deformations}},
author = {
Yoshizawa, Shin
and
Belyaev, Alexander
and
Seidel, Hans-Peter
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01047.x}
}
                
@article{
10.1111:j.1467-8659.2007.01046.x,
journal = {Computer Graphics Forum}, title = {{
Soft Articulated Characters with Fast Contact Handling}},
author = {
Galoppo, Nico
and
Otaduy, Miguel A.
and
Tekin, Serhat
and
Gross, Markus
and
Lin, Ming C.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01046.x}
}
                
@article{
10.1111:j.1467-8659.2007.01048.x,
journal = {Computer Graphics Forum}, title = {{
Context-Aware Skeletal Shape Deformation}},
author = {
Weber, Ofir
and
Sorkine, Olga
and
Lipman, Yaron
and
Gotsman, Craig
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01048.x}
}
                
@article{
10.1111:j.1467-8659.2007.01050.x,
journal = {Computer Graphics Forum}, title = {{
Prediction of Individual Non-Linear Aging Trajectories of Faces}},
author = {
Scherbaum, K.
and
Sunkel, M.
and
Seidel, H.-P.
and
Blanz, V.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01050.x}
}
                
@article{
10.1111:j.1467-8659.2007.01049.x,
journal = {Computer Graphics Forum}, title = {{
Volume Preservation of Multiresolution Meshes}},
author = {
Sauvage, Basile
and
Hahmann, Stefanie
and
Bonneau, Georges-Pierre
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01049.x}
}
                
@article{
10.1111:j.1467-8659.2007.01051.x,
journal = {Computer Graphics Forum}, title = {{
3D Lip-Synch Generation with Data-Faithful Machine Learning}},
author = {
Kim, Ig-Jae
and
Ko, Hyeong-Seok
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01051.x}
}
                
@article{
10.1111:j.1467-8659.2007.01053.x,
journal = {Computer Graphics Forum}, title = {{
Boundary Constrained Swept Surfaces for Modelling and Animation}},
author = {
You, L. H.
and
Yang, X. S.
and
Pachulski, M.
and
Zhang, Jian J.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01053.x}
}
                
@article{
10.1111:j.1467-8659.2007.01052.x,
journal = {Computer Graphics Forum}, title = {{
Head-eye Animation Corresponding to a Conversation for CG Characters}},
author = {
Masuko, Soh
and
Hoshino, Junichi
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01052.x}
}
                
@article{
10.1111:j.1467-8659.2007.01054.x,
journal = {Computer Graphics Forum}, title = {{
On-the-fly Curve-skeleton Computation for 3D Shapes}},
author = {
Sharf, Andrei
and
Lewiner, Thomas
and
Shamir, Ariel
and
Kobbelt, Leif
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01054.x}
}
                
@article{
10.1111:j.1467-8659.2007.01055.x,
journal = {Computer Graphics Forum}, title = {{
Variational 3D Shape Segmentation for Bounding Volume Computation}},
author = {
Lu, Lin
and
Choi, Yi-King
and
Wang, Wenping
and
Kim, Myung-Soo
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01055.x}
}
                
@article{
10.1111:j.1467-8659.2007.01056.x,
journal = {Computer Graphics Forum}, title = {{
Adaptive Space Deformations Based on Rigid Cells}},
author = {
Botsch, Mario
and
Pauly, Mark
and
Wicke, Martin
and
Gross, Markus
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01056.x}
}
                
@article{
10.1111:j.1467-8659.2007.01057.x,
journal = {Computer Graphics Forum}, title = {{
Real-Time Simulation of Thin Shells}},
author = {
Choi, Min Gyu
and
Yong Woo, Seung
and
Ko, Hyeong-Seok
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01057.x}
}
                
@article{
10.1111:j.1467-8659.2007.01058.x,
journal = {Computer Graphics Forum}, title = {{
A Finite Element Method on Convex Polyhedra}},
author = {
Wicke, Martin
and
Botsch, Mario
and
Gross, Markus
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01058.x}
}
                
@article{
10.1111:j.1467-8659.2007.01061.x,
journal = {Computer Graphics Forum}, title = {{
Mesh Segmentation via Spectral Embedding and Contour Analysis}},
author = {
Liu, Rong
and
Zhang, Hao
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01061.x}
}
                
@article{
10.1111:j.1467-8659.2007.01062.x,
journal = {Computer Graphics Forum}, title = {{
Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes}},
author = {
Shevtsov, Maxim
and
Soupikov, Alexei
and
Kapustin, Alexander
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01062.x}
}
                
@article{
10.1111:j.1467-8659.2007.01059.x,
journal = {Computer Graphics Forum}, title = {{
Geodesic-Controlled Developable Surfaces for Modeling Paper Bending}},
author = {
Bo, Pengbo
and
Wang, Wenping
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01059.x}
}
                
@article{
10.1111:j.1467-8659.2007.01060.x,
journal = {Computer Graphics Forum}, title = {{
QuadCover - Surface Parameterization using Branched Coverings}},
author = {
Kaelberer, Felix
and
Nieser, Matthias
and
Polthier, Konrad
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01060.x}
}
                
@article{
10.1111:j.1467-8659.2007.01063.x,
journal = {Computer Graphics Forum}, title = {{
Ray-Casted BlockMaps for Large Urban Models Visualization}},
author = {
Cignoni, P.
and
Di Benedetto, M.
and
Ganovelli, F.
and
Gobbetti, E.
and
Marton, F.
and
Scopigno, R.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01063.x}
}
                
@article{
10.1111:j.1467-8659.2007.01064.x,
journal = {Computer Graphics Forum}, title = {{
Stackless KD-Tree Traversal for High Performance GPU Ray Tracing}},
author = {
Popov, Stefan
and
Guenther, Johannes
and
Seidel, Hans-Peter
and
Slusallek, Philipp
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01064.x}
}
                
@article{
10.1111:j.1467-8659.2007.01065.x,
journal = {Computer Graphics Forum}, title = {{
Metropolis Instant Radiosity}},
author = {
Segovia, B.
and
Iehl, J.C.
and
Peroche, B.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01065.x}
}
                
@article{
10.1111:j.1467-8659.2007.01066.x,
journal = {Computer Graphics Forum}, title = {{
A Bidirectional Light Field - Hologram Transform}},
author = {
Ziegler, Remo
and
Bucheli, Simon
and
Ahrenberg, Lukas
and
Magnor, Marcus
and
Gross, Markus
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01066.x}
}
                
@article{
10.1111:j.1467-8659.2007.01067.x,
journal = {Computer Graphics Forum}, title = {{
Superresolution Reflectance Fields: Synthesizing images for intermediate light directions}},
author = {
Fuchs, Martin
and
Lensch, Hendrik P. A.
and
Blanz, Volker
and
Seidel, Hans-Peter
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01067.x}
}
                
@article{
10.1111:j.1467-8659.2007.01068.x,
journal = {Computer Graphics Forum}, title = {{
Textured Liquids based on the Marker Level Set}},
author = {
Mihalef, V.
and
Metaxas, D.
and
Sussman, M.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01068.x}
}
                
@article{
10.1111:j.1467-8659.2007.01069.x,
journal = {Computer Graphics Forum}, title = {{
Markerless 4 gestures 6 DOF real-time visual tracking of the human hand with automatic initialization}},
author = {
Schlattmann, Markus
and
Kahlesz, Ferenc
and
Sarlette, Ralf
and
Klein, Reinhard
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01069.x}
}
                
@article{
10.1111:j.1467-8659.2007.01070.x,
journal = {Computer Graphics Forum}, title = {{
Online Motion Capture Marker Labeling for Multiple Interacting Articulated Targets}},
author = {
Yu, Qian
and
Li, Qing
and
Deng, Zhigang
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01070.x}
}
                
@article{
10.1111:j.1467-8659.2007.01071.x,
journal = {Computer Graphics Forum}, title = {{
Precomputed Radiance Transfer Field for Rendering Interreflections in Dynamic Scenes}},
author = {
Pan, Minghao
and
Wang Xinguo Liu, Rui
and
Peng, Qunsheng
and
Bao, Hujun
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01071.x}
}
                
@article{
10.1111:j.1467-8659.2007.01072.x,
journal = {Computer Graphics Forum}, title = {{
Efficient Reflectance and Visibility Approximations for Environment Map Rendering}},
author = {
Green, Paul
and
Kautz, Jan
and
Durand, Fredo
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01072.x}
}
                
@article{
10.1111:j.1467-8659.2007.01074.x,
journal = {Computer Graphics Forum}, title = {{
Bitmask Soft Shadows}},
author = {
Schwarz, Michael
and
Stamminger, Marc
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01074.x}
}
                
@article{
10.1111:j.1467-8659.2007.01073.x,
journal = {Computer Graphics Forum}, title = {{
Global Illumination using Photon Ray Splatting}},
author = {
Herzog, Robert
and
Havran, Vlastimil
and
Kinuwaki, Shinichi
and
Myszkowski, Karol
and
Seidel, Hans-Peter
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01073.x}
}
                
@article{
10.1111:j.1467-8659.2007.01075.x,
journal = {Computer Graphics Forum}, title = {{
High-Quality Adaptive Soft Shadow Mapping}},
author = {
Guennebaud, Gael
and
Barthe, Loic
and
Paulin, Mathias
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01075.x}
}
                
@article{
10.1111:j.1467-8659.2007.01077.x,
journal = {Computer Graphics Forum}, title = {{
Real-time homogenous translucent material editing}},
author = {
Xu, Kun
and
Gao, Yue
and
Li, Yong
and
Ju, Tao
and
Hu, Shi-Min
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01077.x}
}
                
@article{
10.1111:j.1467-8659.2007.01076.x,
journal = {Computer Graphics Forum}, title = {{
Visibility Sampling on GPU and Applications}},
author = {
Eisemann, Elmar
and
Decoret, Xavier
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01076.x}
}
                
@article{
10.1111:j.1467-8659.2007.01078.x,
journal = {Computer Graphics Forum}, title = {{
Omni-directional Relief Impostors}},
author = {
Andujar, C.
and
Boo, J.
and
Brunet, P.
and
Fairen, M.
and
Navazo, I.
and
Vazquez, P.
and
Vinacua, A.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01078.x}
}
                
@article{
10.1111:j.1467-8659.2007.01081.x,
journal = {Computer Graphics Forum}, title = {{
Contrast Restoration by Adaptive Countershading}},
author = {
Krawczyk, Grzegorz
and
Myszkowski, Karol
and
Seidel, Hans-Peter
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01081.x}
}
                
@article{
10.1111:j.1467-8659.2007.01080.x,
journal = {Computer Graphics Forum}, title = {{
Defocus Magnification}},
author = {
Bae, Soonmin
and
Durand, Fredo
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01080.x}
}
                
@article{
10.1111:j.1467-8659.2007.01079.x,
journal = {Computer Graphics Forum}, title = {{
3D Video Billboard Clouds}},
author = {
Waschbuesch, Michael
and
Wuermlin, Stephan
and
Gross, Markus
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01079.x}
}
                
@article{
10.1111:j.1467-8659.2007.01082.x,
journal = {Computer Graphics Forum}, title = {{
Synthetic Shutter Speed Imaging}},
author = {
Telleen, J.
and
Sullivan, A.
and
Yee, J.
and
Wang, O.
and
Gunawardane, P.
and
Collins, I.
and
Davis, J.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01082.x}
}
                
@article{
10.1111:j.1467-8659.2007.01083.x,
journal = {Computer Graphics Forum}, title = {{
Diorama Construction From a Single Image}},
author = {
Assa, J.
and
Wolf, L.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01083.x}
}
                
@article{
10.1111:j.1467-8659.2007.01085.x,
journal = {Computer Graphics Forum}, title = {{
Image Dequantization: Restoration of Quantized Colors}},
author = {
Kim, Tae-hoon
and
Ahn, Jongwoo
and
Choi, Min Gyu
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01085.x}
}
                
@article{
10.1111:j.1467-8659.2007.01084.x,
journal = {Computer Graphics Forum}, title = {{
A Generic Pigment Model for Digital Painting}},
author = {
Xu, Songhua
and
Tan, Haisheng
and
Jiao, Xiantao
and
Lau, Francis C.M.
and
Pan, Yunhe
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01084.x}
}
                
@article{
10.1111:j.1467-8659.2007.01086.x,
journal = {Computer Graphics Forum}, title = {{
Interactive Simulation of the Human Eye Depth of Field and Its Correction by Spectacle Lenses}},
author = {
Kakimoto, Masanori
and
Tatsukawa, Tomoaki
and
Mukai, Yukiteru
and
Nishita, Tomoyuki
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01086.x}
}
                
@article{
10.1111:j.1467-8659.2007.01087.x,
journal = {Computer Graphics Forum}, title = {{
Texturing Internal Surfaces from a Few Cross Sections}},
author = {
Pietroni, Nico
and
Otaduy, Miguel A.
and
Bickel, Bernd
and
Ganovelli, Fabio
and
Gross, Markus
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01087.x}
}
                
@article{
10.1111:j.1467-8659.2007.01088.x,
journal = {Computer Graphics Forum}, title = {{
Depth-of-Field Rendering by Pyramidal Image Processing}},
author = {
Kraus, M.
and
Strengert, M.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01088.x}
}
                
@article{
10.1111:j.1467-8659.2007.01089.x,
journal = {Computer Graphics Forum}, title = {{
Crowds by Example}},
author = {
Lerner, Alon
and
Chrysanthou, Yiorgos
and
Lischinski, Dani
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01089.x}
}
                
@article{
10.1111:j.1467-8659.2007.01090.x,
journal = {Computer Graphics Forum}, title = {{
Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach}},
author = {
Paris, Sebastien
and
Pettre, Julien
and
Donikian, Stephane
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01090.x}
}
                
@article{
10.1111:j.1467-8659.2007.01091.x,
journal = {Computer Graphics Forum}, title = {{
Layered Performance Animation with Correlation Maps}},
author = {
Neff, Michael
and
Albrecht, Irene
and
Seidel, Hans-Peter
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01091.x}
}
                
@article{
10.1111:j.1467-8659.2007.01092.x,
journal = {Computer Graphics Forum}, title = {{
Interactive Visual Workspaces with Dynamic Foveal Areas and Adaptive Composite Interfaces}},
author = {
Cotting, Daniel
and
Gross, Markus
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01092.x}
}
                
@article{
10.1111:j.1467-8659.2007.01094.x,
journal = {Computer Graphics Forum}, title = {{
Shape-aware Volume Illustration}},
author = {
Chen, Wei
and
Lu, Aidong
and
Ebert, David S.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01094.x}
}
                
@article{
10.1111:j.1467-8659.2007.01093.x,
journal = {Computer Graphics Forum}, title = {{
Consistent Viewing and Interaction for Multiple Users in Projection-Based VR Systems}},
author = {
De Haan, Gerwin
and
Molenaar, Rene
and
Koutek, Michal
and
Post, Frits H.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01093.x}
}
                
@article{
10.1111:j.1467-8659.2007.01095.x,
journal = {Computer Graphics Forum}, title = {{
Style Transfer Functions for Illustrative Volume Rendering}},
author = {
Bruckner, S.
and
Groeller, M. E.
}, year = {
2007},
publisher = {
The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/j.1467-8659.2007.01095.x}
}

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Recent Submissions

Now showing 1 - 53 of 53
  • Item
    Reverse Engineering Nature
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Jensen, Henrik Wann
    Why is the sky blue? Why is grass green? What determines the color of human skin? Questions such as these are increasingly important in the development of the next generation algorithms for appearancemodeling in computer graphics. By closely simulating the natural world around us we can develop algorithms that are useful in areas not traditionally connected with computer graphics. An example could be the ability to predict the color of human skin in the presence of certain diseases.In this talk, I will describe some of our recentwork in simulating the appearance of materials such as human skin, milk, and ice. This includes new research for predicting the appearance of materials based on their molecular structure in order to answer the question: what will it look like if I mix these molecules together ?
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    Serious Games: Broadening Games Impact Beyond Entertainment
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Sawyer, Ben
    Computer and videogames for many years has been an island of technology and design innovation largely left to itself as it morphed from a cottage business into a global media and software industry. While there have been pockets of derivative activity related to games and game technology only in the last half-dozen years has there been a real movement toward exploiting this industry in many new and exciting ways.Today the general use of games and game technologies for purposes beyond entertainment is collectively referred to as serious games. The Serious Games Initiative was formed in 2002 and since its inception has been among a number of critical efforts that has helped open up the world and many disciplines to the ideas and innovations that may be sourced from the commercial, independent, and academic game fields. This has been a person-by-person, project-by-project effort that not only has informed us about the potential of games but also in how you merge innovation and innovators from one discipline with those in another.In this talk we will explore the total gamut of the serious games field identifying past the obvious how games and game technologies are being applied to problems in a wide array of areas including healthcare, productivity, visualization, science, and of course training and education. Once a proper definition of serious games is established the talk will focus on the current state of the field as it relates to research and infrastructure issues that are needed to make the difference between seeing serious games take hold as a major new practice or having it devolve into another trend of the moment lost to history.
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    What can Computer Graphics expect from 3D Computer Vision?
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Sara, Radim
    Computer Vision is a discipline whose ultimate goal is to interpret optical images of real scenes. It is well understood that such a problem is cursed by ambiguity of interpretation and uncertainty of evidence. Despite imperfectness of results due to the scenes never following our prior models exactly, Computer Vision has achieved a significant progress in the past two decades.This talk will outline the quest of 3D Computer Vision by describing a processing pipeline that receives a heap of unorganized images from unknown cameras and produces a consistent 3D geometric model together with camera calibrations. We will see how new algorithms allow the standard conception of the pipeline as a series of independent processing steps gradually transform to a single complex, yet efficient vision task. We will identify some points where linking Computer Vision and Computer Graphics would bring significant progress.
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    Skeleton-based Variational Mesh Deformations
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Yoshizawa, Shin; Belyaev, Alexander; Seidel, Hans-Peter
    In this paper, a new free-form shape deformation approach is proposed. We combine a skeleton-based mesh deformation technique with discrete differential coordinates in order to create natural-looking global shape deformations. Given a triangle mesh, we first extract a skeletal mesh, a two-sided Voronoibased approximation of the medial axis. Next the skeletal mesh is modified by free-form deformations. Then a desired global shape deformation is obtained by reconstructing the shape corresponding to the deformed skeletal mesh. The reconstruction is based on using discrete differential coordinates. Our method preserves fine geometric details and original shape thickness because of using discrete differential coordinates and skeleton-based deformations. We also develop a new mesh evolution technique which allow us to eliminate possible global and local self-intersections of the deformed mesh while preserving fine geometric details. Finally, we present a multi-resolution version of our approach in order to simplify and accelerate the deformation process. In addition, interesting links between the proposed free-form shape deformation technique and classical and modern results in the differential geometry of sphere congruences are established and discussed.
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    Soft Articulated Characters with Fast Contact Handling
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Galoppo, Nico; Otaduy, Miguel A.; Tekin, Serhat; Gross, Markus; Lin, Ming C.
    Fast contact handling of soft articulated characters is a computationally challenging problem, in part due to complex interplay between skeletal and surface deformation. We present a fast, novel algorithm based on a layered representation for articulated bodies that enables physically-plausible simulation of animated characters with a high-resolution deformable skin in real time. Our algorithm gracefully captures the dynamic skeleton-skin interplay through a novel formulation of elastic deformation in the pose space of the skinned surface. The algorithm also overcomes the computational challenges by robustly decoupling skeleton and skin computations using careful approximations of Schur complements, and efficiently performing collision queries by exploiting the layered representation. With this approach, we can simultaneously handle large contact areas, produce rich surface deformations, and capture the collision response of a character/s skeleton.
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    Context-Aware Skeletal Shape Deformation
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Weber, Ofir; Sorkine, Olga; Lipman, Yaron; Gotsman, Craig
    We describe a system for the animation of a skeleton-controlled articulated object that preserves the fine geometric details of the object skin and conforms to the characteristic shapes of the object specified through a set of examples. The system provides the animator with an intuitive user interface and produces compelling results even when presented with a very small set of examples. In addition it is able to generalize well by extrapolating far beyond the examples.
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    Prediction of Individual Non-Linear Aging Trajectories of Faces
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Scherbaum, K.; Sunkel, M.; Seidel, H.-P.; Blanz, V.
    Represented in a Morphable Model, 3D faces follow curved trajectories in face space as they age. We present a novel algorithm that computes the individual aging trajectories for given faces, based on a non-linear function that assigns an age to each face vector. This function is learned from a database of 3D scans of teenagers and adults using support vector regression.To apply the aging prediction to images of faces, we reconstruct a 3D model from the input image, apply the aging transformation on both shape and texture, and then render the face back into the same image or into images of other individuals at the appropriate ages, for example images of older children. Among other applications, our system can help to find missing children.
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    Volume Preservation of Multiresolution Meshes
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Sauvage, Basile; Hahmann, Stefanie; Bonneau, Georges-Pierre
    Geometric constraints have proved to be efficient for enhancing the realism of shape animation. The present paper addresses the computation and the preservation of the volume enclosed by multiresolution meshes. A wavelet based representation allows the mesh to be handled at any level of resolution. The key contribution is the calculation of the volume as a trilinear form with respect to the multiresolution coefficients. Efficiency is reached thanks to the pre-processing of a sparse 3D data structure involving the transposition of the filters while represented as a lifting scheme. A versatile and interactive method for preserving the volume during a deformation process is then proposed. It is based on a quadratic minimization subject to a linearization of the volume constraint. A closed form of the solution is derived.
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    3D Lip-Synch Generation with Data-Faithful Machine Learning
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Kim, Ig-Jae; Ko, Hyeong-Seok
    This paper proposes a new technique for generating three-dimensional speech animation. The proposed technique takes advantage of both data-driven and machine learning approaches. It seeks to utilize the most relevant part of the captured utterances for the synthesis of input phoneme sequences. If highly relevant data are missing or lacking, then it utilizes less relevant (but more abundant) data and relies more heavily on machine learning for the lip-synch generation. This hybrid approach produces results that are more faithful to real data than conventional machine learning approaches, while being better able to handle incompleteness or redundancy in the database than conventional data-driven approaches. Experimental results, obtained by applying the proposed technique to the utterance of various words and phrases, show that (1) the proposed technique generates lip-synchs of different qualities depending on the availability of the data, and (2) the new technique produces more realistic results than conventional machine learning approaches.
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    Boundary Constrained Swept Surfaces for Modelling and Animation
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) You, L. H.; Yang, X. S.; Pachulski, M.; Zhang, Jian J.
    Due to their simplicity and intuitiveness, swept surfaces are widely used in many surface modelling applications. In this paper, we present a versatile swept surface technique called the boundary constrained swept surfaces. The most distinct feature is its ability to satisfy boundary constraints, including the shape and tangent conditions at the boundaries of a swept surface. This permits significantly varying surfaces to be both modelled and smoothly assembled, leading to the construction of complex objects. The representation, similar to an ordinary swept surface, is analytical in nature and thus it is light in storage cost and numerically very stable to compute. We also introduce a number of useful shape manipulation tools, such as sculpting forces, to deform a surface both locally and globally. In addition to being a complementary method to the mainstream surface modelling and deformation techniques, we have found it very effective in automatically rebuilding existing complex models. Model reconstruction is arguably one of the most laborious and expensive tasks in modelling complex animated characters. We demonstrate how our technique can be used to automate this process.
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    Head-eye Animation Corresponding to a Conversation for CG Characters
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Masuko, Soh; Hoshino, Junichi
    CG character animations, in which CG characters engage in conversations, are widely used in multimedia contents such as videos and games. In constructing such an animation, we should consider about many factors, such as the content of the utterance and the state of conversation, which necessitates a large amount of time and labor. To deal with this problem, this paper proposes a method, which generates the head-eye movements of the CG characters synchronized with the conversation. In this method, so as to generate a composite head-eye movement, the view line direction is divided into the head, eye and body rotations by sharing motion mechanism dynamically adjusted according to the view line direction. And letting the two modules generating the head and the eye movements share the same conversation state, head and eye movements synchronized with the conversation are generated. Finally, we apply the proposed method to the conversation scenes, and show that natural animation can be produced easily.
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    On-the-fly Curve-skeleton Computation for 3D Shapes
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Sharf, Andrei; Lewiner, Thomas; Shamir, Ariel; Kobbelt, Leif
    The curve-skeleton of a 3D object is an abstract geometrical and topological representation of its 3D shape. It maps the spatial relation of geometrically meaningful parts to a graph structure. Each arc of this graph represents a part of the object with roughly constant diameter or thickness, and approximates its centerline. This makes the curve-skeleton suitable to describe and handle articulated objects such as characters for animation. We present an algorithm to extract such a skeleton on-the-fly, both from point clouds and polygonal meshes. The algorithm is based on a deformable model evolution that captures the object s volumetric shape. The deformable model involves multiple competing fronts which evolve inside the object in a coarse-to-fine manner. We first track these fronts centers, and then merge and filter the resulting arcs to obtain a curve-skeleton of the object. The process inherits the robustness of the reconstruction technique, being able to cope with noisy input, intricate geometry and complex topology. It creates a natural segmentation of the object and computes a center curve for each segment while maintaining a full correspondence between the skeleton and the boundary of the object.
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    Variational 3D Shape Segmentation for Bounding Volume Computation
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Lu, Lin; Choi, Yi-King; Wang, Wenping; Kim, Myung-Soo
    We propose a variational approach to computing an optimal segmentation of a 3D shape for computing a union of tight bounding volumes. Based on an affine invariant measure of e-tightness, the resemblance to ellipsoid, a novel functional is formulated that governs an optimization process to obtain a partition with multiple components. Refinement of segmentation is driven by application-specific error measures, so that the final bounding volume meets pre-specified user requirement. We present examples to demonstrate the effectiveness of our method and show that it works well for computing ellipsoidal bounding volumes as well as oriented bounding boxes.
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    Adaptive Space Deformations Based on Rigid Cells
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Botsch, Mario; Pauly, Mark; Wicke, Martin; Gross, Markus
    We propose a new adaptive space deformation method for interactive shape modeling. A novel energy formulation based on elastically coupled volumetric cells yields intuitive detail preservation even under large deformations. By enforcing rigidity of the cells, we obtain an extremely robust numerical solver for the resulting nonlinear optimization problem. Scalability is achieved using an adaptive spatial discretization that is decoupled from the resolution of the embedded object. Our approach is versatile and easy to implement, supports thin-shell and solid deformations of 2D and 3D objects, and is applicable to arbitrary sample-based representations, such as meshes, triangle soups, or point clouds.
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    Real-Time Simulation of Thin Shells
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Choi, Min Gyu; Yong Woo, Seung; Ko, Hyeong-Seok
    This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Shells are thin objects such as leaves and papers that can be abstracted as 2D structures. Development of a satisfactory physical model that runs in real-time but produces visually convincing animation of thin shells has been remaining a challenge in computer graphics. Rather than resorting to shell theory which involves the most complex formulations in continuum mechanics, we adopt the energy functions from the discrete shells proposed by Grinspun et al. [GHDS03]. For real-time integration of the governing equation, we develop a modal warping technique for shells. This new simulation framework results from making extensions to the original modal warping technique [CK05] which was developed for the simulation of 3D solids. We report experimental results, which show that the proposed method runs in real-time even for large meshes, and that it can simulate large bending and/or twisting deformations with acceptable realism.
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    A Finite Element Method on Convex Polyhedra
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Wicke, Martin; Botsch, Mario; Gross, Markus
    We present a method for animating deformable objects using a novel finite element discretization on convex polyhedra. Our finite element approach draws upon recently introduced 3D mean value coordinates to define smooth interpolants within the elements. The mathematical properties of our basis functions guarantee convergence. Our method is a natural extension to linear interpolants on tetrahedra: for tetrahedral elements, the methods are identical. For fast and robust computations, we use an elasticity model based on Cauchy strain and stiffness warping.This more flexible discretization is particularly useful for simulations that involve topological changes, such as cutting or fracture. Since splitting convex elements along a plane produces convex elements, remeshing or subdivision schemes used in simulations based on tetrahedra are not necessary, leading to less elements after such operations. We propose various operators for cutting the polyhedral discretization. Our method can handle arbitrary cut trajectories, and there is no limit on how often elements can be split.
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    Mesh Segmentation via Spectral Embedding and Contour Analysis
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Liu, Rong; Zhang, Hao
    We propose a mesh segmentation algorithm via recursive bisection where at each step, a sub-mesh embedded in 3D is first spectrally projected into the plane and then a contour is extracted from the planar embedding. We rely on two operators to compute the projection: the well-known graph Laplacian and a geometric operator designed to emphasize concavity. The two embeddings reveal distinctive shape semantics of the 3D model and complement each other in capturing the structural or geometrical aspect of a segmentation. Transforming the shape analysis problem to the 2D domain also facilitates our segmentability analysis and sampling tasks. We propose a novel measure of the segmentability of a shape, which is used as the stopping criterionfor our segmentation. The measure is derived from simple area- and perimeter-based convexity measures. We achieve invariance to shape bending through multi-dimensional scaling (MDS) based on the notion of inner distance. We also utilize inner distances to develop a novel sampling scheme to extract two samples along a contour which correspond to two vertices residing on different parts of the sub-mesh. The two samples are used to derive a spectral linear ordering of the mesh faces. We obtain a final cut via a linear search over the face sequence based on part salience, where a choice of weights for different factors of part salience is guided by the result from segmentability analysis.
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    Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Shevtsov, Maxim; Soupikov, Alexei; Kapustin, Alexander
    We present a highly parallel, linearly scalable technique of kd-tree construction for ray tracing of dynamic geometry. We use conventional kd-tree compatible with the high performing algorithms such as MLRTA or frustum tracing. Proposed technique offers exceptional construction speed maintaining reasonable kd-tree quality for rendering stage. The algorithm builds a kd-tree from scratch each frame, thus prior knowledge of motion /deformation or motion constraints are not required. We achieve nearly real-time performance of 7-12 FPS for models with 200K of dynamic triangles at 1024x1024 resolution with shadows and textures.
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    Geodesic-Controlled Developable Surfaces for Modeling Paper Bending
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Bo, Pengbo; Wang, Wenping
    We present a novel and effective method for modeling a developable surface to simulate paper bending in interactive and animation applications. The method exploits the representation of a developable surface as the envelope of rectifying planes of a curve in 3D, which is therefore necessarily a geodesic on the surface. We manipulate the geodesic to provide intuitive shape control for modeling paper bending. Our method ensures a natural continuous isometric deformation from a piece of bent paper to its flat state without any stretching. Test examples show that the new scheme is fast, accurate, and easy to use, thus providing an effective approach to interactive paper bending. We also show how to handle non-convex piecewise smooth developable surfaces.
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    QuadCover - Surface Parameterization using Branched Coverings
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Kaelberer, Felix; Nieser, Matthias; Polthier, Konrad
    We introduce an algorithm for the automatic computation of global parameterizations on arbitrary simplicial 2-manifolds, whose parameter lines are guided by a given frame field, for example, by principal curvature frames. The parameter lines are globally continuous and allow a remeshing of the surface into quadrilaterals. The algorithm converts a given frame field into a single vector field on a branched covering of the 2-manifold and generates an integrable vector field by a Hodge decomposition on the covering space. Except for an optional smoothing and alignment of the initial frame field, the algorithm is fully automatic and generates high quality quadrilateral meshes.
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    Ray-Casted BlockMaps for Large Urban Models Visualization
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Cignoni, P.; Di Benedetto, M.; Ganovelli, F.; Gobbetti, E.; Marton, F.; Scopigno, R.
    We introduce a GPU-friendly technique that efficiently exploits the highly structured nature of urban environments to ensure rendering quality and interactive performance of city exploration tasks. Central to our approach is a novel discrete representation, called BlockMap, for the efficient encoding and rendering of a small set of textured buildings far from the viewer. A BlockMap compactly represents a set of textured vertical prisms with a bounded on-screen footprint. BlockMaps are stored into small fixed size texture chunks and efficiently rendered through GPU raycasting. Blockmaps can be seamlessly integrated into hierarchical data structures for interactive rendering of large textured urban models. We illustrate an efficient output-sensitive framework in which a visibility-aware traversal of the hierarchy renders components close to the viewer with textured polygons and employs BlockMaps for far away geometry. Our approach provides a bounded size far distance representation of cities, naturally scales with the improving shader technology, and outperforms current state of the art approaches. Its efficiency and generality is demonstrated with the interactive exploration of a large textured model of the city of Paris on a commodity graphics platform.
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    Stackless KD-Tree Traversal for High Performance GPU Ray Tracing
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Popov, Stefan; Guenther, Johannes; Seidel, Hans-Peter; Slusallek, Philipp
    Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts.In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd-tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers.
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    Metropolis Instant Radiosity
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Segovia, B.; Iehl, J.C.; Peroche, B.
    We present Metropolis Instant Radiosity (MIR), an unbiased algorithm to solve the Light Transport problem. MIR is a hybrid technique which consists in representing the incoming radiance field by a set of Virtual Point Lights (V PLs) and in computing the response of all sensors in the scene (i.e. camera captors) by accumulating their contributions. In contrast to other similar approaches, we propose to sample the VPLs with an innovative Multiple-try Metropolis-Hastings (MTMH) Algorithm: the goal is to build an efficient, aggressive, and unconditionally robust variance reduction method that works well regardless of the scene layout. Finally, we present a fast ray tracing implementation using MIR and show how our complete rendering pipeline can produce high-quality and high-resolution pictures in a few seconds.
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    A Bidirectional Light Field - Hologram Transform
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Ziegler, Remo; Bucheli, Simon; Ahrenberg, Lukas; Magnor, Marcus; Gross, Markus
    In this paper, we propose a novel framework to represent visual information. Extending the notion of conventional image-based rendering, our framework makes joint use of both light fields and holograms as complementary representations. We demonstrate how light fields can be transformed into holograms, and vice versa. By exploiting the advantages of either representation, our proposed dual representation and processing pipeline is able to overcome the limitations inherent to light fields and holograms alone. We show various examples from synthetic and real light fields to digital holograms demonstrating advantages of either representation, such as speckle-free images, ghosting-free images, aliasing-free recording, natural light recording, aperture-dependent effects and real-time rendering which can all be achieved using the same framework. Capturing holograms under white light illumination is one promising application for future work.
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    Superresolution Reflectance Fields: Synthesizing images for intermediate light directions
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Fuchs, Martin; Lensch, Hendrik P. A.; Blanz, Volker; Seidel, Hans-Peter
    Captured reflectance fields tend to provide a relatively coarse sampling of the incident light directions. As a result, sharp illumination features, such as highlights or shadow boundaries, are poorly reconstructed during relighting; highlights are disconnected, and shadows show banding artefacts. In this paper, we propose a novel interpolation technique for 4D reflectance fields that reconstructs plausible images even for non-observed light directions. Given a sparsely sampled reflectance field, we can effectively synthesize images as they would have been obtained from denser sampling. The processing pipeline consists of three steps: (1) segmentation of regions where intermediate lighting cannot be obtained by blending, (2) appropriate flow algorithms for highlights and shadows, plus (3) a final reconstruction technique that uses image-based priors to faithfully correct errors that might be introduced by the segmentation or flow step. The algorithm reliably reproduces scenes that contain specular highlights, interreflections, shadows or caustics.
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    Textured Liquids based on the Marker Level Set
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Mihalef, V.; Metaxas, D.; Sussman, M.
    In this work we propose a new Eulerian method for handling the dynamics of a liquid and its surface attributes (for example its color). Our approach is based on a new method for interface advection that we term the Marker Level Set (MLS). The MLS method uses surface markers and a level set for tracking the surface of the liquid, yielding more efficient and accurate results than popular methods like the Particle Level Set method (PLS). Another novelty is that the surface markers allow the MLS to handle non-diffusively surface texture advection, a rare capability in the realm of Eulerian simulation of liquids. We present several simulations of the dynamical evolution of liquids and their surface textures.
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    Markerless 4 gestures 6 DOF real-time visual tracking of the human hand with automatic initialization
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Schlattmann, Markus; Kahlesz, Ferenc; Sarlette, Ralf; Klein, Reinhard
    In this paper we present a novel computer vision based hand-tracking technique, which is capable of robustly tracking 6+4DOF of the human hand in real-time (at least 25 frames per second) with the help of 3 (or more) off-the-shelf consumer cameras. 6+4DOF means that the system can track the global pose (6 continuous parameters for translation and rotation) of 4 different gestures. A key feature of our system is its fully automatic real-time initialization procedure, which, along with a sound tracking-lost detector, makes the system fit for real-world applications. Because of this, our method acts as an enabling technology for uncumbersome hand-based 3D Human-Computer-Interaction (HCI). Previously, using the hand as an at least 6DOF input device involved the use of either datagloves or markers. Using our tracking we evaluated the use of the hand as an input device for two prevalent Virtual Reality applications: fly-through exploration of a virtual world and a simple digital assembly simulation.
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    Online Motion Capture Marker Labeling for Multiple Interacting Articulated Targets
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Yu, Qian; Li, Qing; Deng, Zhigang
    In this paper, we propose an online motion capture marker labeling approach for multiple interacting articulated targets. Given hundreds of unlabeled motion capture markers from multiple articulated targets that are interacting each other, our approach automatically labels these markers frame by frame, by fitting rigid bodies and exploiting trained structure and motion models. Advantages of our approach include: 1) our method is an online algorithm, which requires no user interaction once the algorithm starts. 2) Our method is more robust than traditional the closest point-based approaches by automatically imposing the structure and motion models. 3) Due to the use of the structure model which encodes the rigidity of each articulated body of captured targets, our method can recover missing markers robustly. Our approach is efficient and particularly suited for online computer animation and video game applications.
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    Precomputed Radiance Transfer Field for Rendering Interreflections in Dynamic Scenes
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Pan, Minghao; Wang Xinguo Liu, Rui; Peng, Qunsheng; Bao, Hujun
    In this paper, we introduce a new representation - radiance transfer fields (RTF) - for rendering interreflections in dynamic scenes under low frequency illumination. The RTF describes the radiance transferred by an individual object to its surrounding space as a function of the incident radiance. An important property of RTF is its independence of the scene configuration, enabling interreflection computation in dynamic scenes. Secondly, RTFs naturally fit in with the rendering framework of precomputed shadow fields, incurring negligible cost to add interreflection effects. In addition, RTFs can be used to compute interreflections for both diffuse and glossy objects. We also show that RTF data can be highly compressed by clustered principal component analysis (CPCA), which not only reduces the memory cost but also accelerates rendering. Finally, we present some experimental results demonstrating our techniques.
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    Efficient Reflectance and Visibility Approximations for Environment Map Rendering
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Green, Paul; Kautz, Jan; Durand, Fredo
    We present a technique for approximating isotropic BRDFs and precomputed self-occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a minimal amount of storage, can accurately represent BRDFs of arbitrary sharpness, and is above all, efficient to render. We precompute visibility due to self-occlusion and store a low-frequency approximation suitable for glossy reflections. We demonstrate our method by fitting our representation to measured BRDF data, yielding high visual quality at real-time frame rates.
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    Bitmask Soft Shadows
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Schwarz, Michael; Stamminger, Marc
    Recently, several real-time soft shadow algorithms have been introduced which all compute a single shadow map and use its texels to obtain a discrete scene representation. The resulting micropatches are backprojected onto the light source and the light areas occluded by them get accumulated to estimate overall light occlusion. This approach ignores patch overlaps, however, which can lead to objectionable artifacts. In this paper, we propose to determine the visibility of the light source with a bit field where each bit tracks the visibility of a sample point on the light source. This approach not only avoids overlapping-related artifacts but offers a solution to the important occluder fusion problem. Hence, it also becomes possible to correctly incorporate information from multiple depth maps. In addition, a new interpretation of the shadow map data is suggested which often provides superior visual results. Finally, we show how the search area for potential occluders can be reduced substantially.
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    Global Illumination using Photon Ray Splatting
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Herzog, Robert; Havran, Vlastimil; Kinuwaki, Shinichi; Myszkowski, Karol; Seidel, Hans-Peter
    We present a novel framework for efficiently computing the indirect illumination in diffuse and moderately glossy scenes using density estimation techniques. Many existing global illumination approaches either quickly compute an overly approximate solution or perform an orders of magnitude slower computation to obtain high-quality results for the indirect illumination. The proposed method improves photon density estimation and leads to significantly better visual quality in particular for complex geometry, while only slightly increasing the computation time. We perform direct splatting of photon rays, which allows us to use simpler search data structures. Since our density estimation is carried out in ray space rather than on surfaces, as in the commonly used photon mapping algorithm, the results are more robust against geometrically incurred sources of bias. This holds also in combination with final gathering where photon mapping often overestimates the illumination near concave geometric features. In addition, we show that our photon splatting technique can be extended to handle moderately glossy surfaces and can be combined with traditional irradiance caching for sparse sampling and filtering in image space.
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    High-Quality Adaptive Soft Shadow Mapping
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Guennebaud, Gael; Barthe, Loic; Paulin, Mathias
    The recent soft shadow mapping technique [GBP06] allows the rendering in real-time of convincing soft shadows on complex and dynamic scenes using a single shadow map. While attractive, this method suffers from shadow overestimation and becomes both expensive and approximate when dealing with large penumbrae. This paper proposes new solutions removing these limitations and hence providing an efficient and practical technique for soft shadow generation. First, we propose a new visibility computation procedure based on the detection of occluder contours, that is more accurate and faster while reducing aliasing. Secondly, we present a shadow map multi-resolution strategy keeping the computation complexity almost independent on the light size while maintaining high-quality rendering. Finally, we propose a view-dependent adaptive strategy, that automatically reduces the screen resolution in the region of large penumbrae, thus allowing us to keep very high frame rates in any situation.
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    Real-time homogenous translucent material editing
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Xu, Kun; Gao, Yue; Li, Yong; Ju, Tao; Hu, Shi-Min
    This paper presents a novel method for real-time homogenous translucent material editing under fixed illumination. We consider the complete analytic BSSRDF model proposed by Jensen et al. [JMLH01], including both multiple scattering and single scattering. Our method allows the user to adjust the analytic parameters of BSSRDF and provides high-quality, real-time rendering feedback. Inspired by recently developed Precomputed Radiance Transfer (PRT) techniques, we approximate both the multiple scattering diffuse reflectance function and the single scattering exponential attenuation function in the analytic model using basis functions, so that re-computing the outgoing radiance at each vertex as parameters change reduces to simple dot products. In addition, using a non-uniform piecewise polynomial basis, we are able to achieve smaller approximation error than using bases adopted in previous PRT-based works, such as spherical harmonics and wavelets. Using hardware acceleration, we demonstrate that our system generates images comparable to [JMLH01]at real-time frame-rates.
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    Visibility Sampling on GPU and Applications
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Eisemann, Elmar; Decoret, Xavier
    In this paper, we show how recent GPUs can be used to very efficiently and conveniently sample the visibility between two surfaces, given a set of occluding triangles. We use bitwise arithmetics to evaluate, encode, and combine the samples blocked by each triangle. In particular, the number of operations is almost independent of the number of samples. Our method requires no CPU/GPU transfers, is fully implemented as geometric, vertex and fragment shaders, and thus does not impose to modify the way the geometry is sent to the graphics card. We finally present applications to soft shadows, and visibility analysis for level design.
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    Omni-directional Relief Impostors
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Andujar, C.; Boo, J.; Brunet, P.; Fairen, M.; Navazo, I.; Vazquez, P.; Vinacua, A.
    Relief impostors have been proposed as a compact and high-quality representation for high-frequency detail in 3D models. In this paper we propose an algorithm to represent a complex object through the combination of a reduced set of relief maps. These relief maps can be rendered with very few artifacts and no apparent deformation from any view direction. We present an efficient algorithm to optimize the set of viewing planes supporting the relief maps, and an image-space metric to select a sufficient subset of relief maps for each view direction. Selected maps (typically three) are rendered based on the well-known ray-height-field intersection algorithm implemented on the GPU. We discuss several strategies to merge overlapping relief maps while minimizing sampling artifacts and to reduce extra texture requirements. We show that our representation can maintain the geometry and the silhouette of a large class of complex shapes with no limit in the viewing direction. Since the rendering cost is output sensitive, our representation can be used to build a hierarchical model of a 3D scene.
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    Contrast Restoration by Adaptive Countershading
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Krawczyk, Grzegorz; Myszkowski, Karol; Seidel, Hans-Peter
    The ABSTRACT is to be in fully-justified italicized text, between two horizontal lines, in one-column format, below the author and affiliation information. Use the word Abstract as the title, in 9-point Times, boldface type, left-aligned to the text, initially capitalized. The abstract is to be in 9-point, single-spaced type. The abstract may be up to 3 inches (7.62 cm) long. Leave one blank line after the abstract, then add the subject categories according to the ACM Classification Index (see http://www.acm.org/class/1998/).
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    Defocus Magnification
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Bae, Soonmin; Durand, Fredo
    A blurry background due to shallow depth of field is often desired for photographs such as portraits, but, unfortunately, small point-and-shoot cameras do not permit enough defocus because of the small diameter of their lenses. We present an image-processing technique that increases the defocus in an image to simulate the shallow depth of field of a lens with a larger aperture.Our technique estimates the spatially-varying amount of blur over the image, and then uses a simple image-based technique to increase defocus. We first estimate the size of the blur kernel at edges and then propagate this defocus measure over the image. Using our defocus map, we magnify the existing blurriness, which means that we blur blurry regions and keep sharp regions sharp. In contrast to more difficult problems such as depth from defocus, we do not require precise depth estimation and do not need to disambiguate textureless regions.
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    3D Video Billboard Clouds
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Waschbuesch, Michael; Wuermlin, Stephan; Gross, Markus
    3D video billboard clouds reconstruct and represent a dynamic three-dimensional scene using displacement-mapped billboards. They consist of geometric proxy planes augmented with detailed displacement maps and combine the generality of geometry-based 3D video with the regularization properties of image-based 3D video. 3D video billboards are an image-based representation placed in the disparity space of the acquisition cameras and thus provide a regular sampling of the scene with a uniform error model. We propose a general geometry filtering framework which generates time-coherent models and removes reconstruction and quantization noise as well as calibration errors. This replaces the complex and time-consuming sub-pixel matching process in stereo reconstruction with a bilateral filter. Rendering is performed using a GPU-accelerated algorithm which generates consistent view-dependent geometry and textures for each individual frame. In addition, we present a semi-automatic approach for modeling dynamic three-dimensional scenes with a set of multiple 3D video billboards clouds.
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    Synthetic Shutter Speed Imaging
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Telleen, J.; Sullivan, A.; Yee, J.; Wang, O.; Gunawardane, P.; Collins, I.; Davis, J.
    Hand held long exposures often result in blurred photographs due to camera shake. Long exposures are desirable both for artistic effect and in low-light situations. We propose a novel method for digitally reducing imaging artifacts, which does not require additional hardware such as tripods or optical image stabilization lenses. A series of photographs is acquired with short shutter times, stabilized using image alignment, and then composited. Our method is capable of reducing noise and blurring due to camera shake, while simultaneously preserving the desirable effects of motion blur. The resulting images are very similar to those obtained using a tripod and a true extended exposure.
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    Diorama Construction From a Single Image
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Assa, J.; Wolf, L.
    Diorama artists produce a spectacular 3D effect in a confined space by generating depth illusions that are faithful to the ordering of the objects in a large real or imaginary scene. Indeed, cognitive scientists have discovered that depth perception is mostly affected by depth order and precedence among objects. Motivated by these findings, we employ ordinal cues to construct a model from a single image that similarly to Dioramas, intensifies the depth perception. We demonstrate that such models are sufficient for the creation of realistic 3D visual experiences.The initial step of our technique extracts several relative depth cues that are well known to exist in the human visual system. Next, we integrate the resulting cues to create a coherent surface. We introduce wide slits in the surface, thus generalizing the concept of cardboard cutout layers. Lastly, the surface geometry and texture are extended alongside the slits, to allow small changes in the viewpoint which enriches the depth illusion.
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    Image Dequantization: Restoration of Quantized Colors
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Kim, Tae-hoon; Ahn, Jongwoo; Choi, Min Gyu
    Color quantization replaces the color of each pixel with the closest representative color, and thus it makes the resulting image partitioned into uniformly-colored regions. As a consequence, continuous, detailed variations of color over the corresponding regions in the original image are lost through color quantization. In this paper, we present a novel blind scheme for restoring such variations from a color-quantized input image without a priori knowledge of the quantization method. Our scheme identifies which pairs of uniformly-colored regions in the input image should have continuous variations of color in the resulting image. Then, such regions are seamlessly stitched through optimization while preserving the closest representative colors. The user can optionally indicate which regions should be separated or stitched by scribbling constraint brushes across the regions. We demonstrate the effectiveness of our approach through diverse examples, such as photographs, cartoons, and artistic illustrations.
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    A Generic Pigment Model for Digital Painting
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Xu, Songhua; Tan, Haisheng; Jiao, Xiantao; Lau, Francis C.M.; Pan, Yunhe
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    Interactive Simulation of the Human Eye Depth of Field and Its Correction by Spectacle Lenses
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Kakimoto, Masanori; Tatsukawa, Tomoaki; Mukai, Yukiteru; Nishita, Tomoyuki
    This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyopia. Refraction and defocus are the main issues in the simulation. For refraction, our proposed method uses per-vertex basis ray tracing which warps the environment map and produces a real-time refracted image which is subjectively as good as ray tracing. Conventional defocus simulation was previously done by distribution ray tracing and a real-time solution was impossible. We introduce the concept of a blur field, which we use to displace every vertex according to its position. The blurring information is precomputed as a set of field values distributed to voxels which are formed by evenly subdividing the perspective projected space. The field values can be determined by tracing a wavefront from each voxel through the lens and the eye, and by evaluating the spread of light at the retina considering the best human accommodation effort. The blur field is stored as texture data and referred to by the vertex shader that displaces each vertex. With an interactive frame rate, blending the multiple rendering results produces a blurred image comparable to distribution ray tracing output.
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    Texturing Internal Surfaces from a Few Cross Sections
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Pietroni, Nico; Otaduy, Miguel A.; Bickel, Bernd; Ganovelli, Fabio; Gross, Markus
    We introduce a new appearance-modeling paradigm for synthesizing the internal structure of a 3D model from photographs of a few cross-sections of a real object. When the internal surfaces of the 3D model are revealed as it is cut, carved, or simply clipped, we synthesize their texture from the input photographs. Our texture synthesis algorithm is best classified as a morphing technique, which efficiently outputs the texture attributes of each surface point on demand. For determining source points and their weights in the morphing algorithm, we propose an interpolation domain based on BSP trees that naturally resembles planar splitting of real objects. In the context of the interpolation domain, we define efficient warping and morphing operations that allow for real-time synthesis of textures. Overall, our modeling paradigm, together with its realization through our texture morphing algorithm, allow users to author 3D models that reveal highly realistic internal surfaces in a variety of artistic flavors.
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    Depth-of-Field Rendering by Pyramidal Image Processing
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Kraus, M.; Strengert, M.
    We present an image-based algorithm for interactive rendering depth-of-field effects in images with depth maps. While previously published methods for interactive depth-of-field rendering suffer from various rendering artifacts such as color bleeding and sharpened or darkened silhouettes, our algorithm achieves a significantly improved image quality by employing recently proposed GPU-based pyramid methods for image blurring and pixel disocclusion. Due to the same reason, our algorithm offers an interactive rendering performance on modern GPUs and is suitable for real-time rendering for small circles of confusion. We validate the image quality provided by our algorithm by side-by-side comparisons with results obtained by distributed ray tracing.
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    Crowds by Example
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Lerner, Alon; Chrysanthou, Yiorgos; Lischinski, Dani
    We present an example-based crowd simulation technique. Most crowd simulation techniques assume that the behavior exhibited by each person in the crowd can be defined by a restricted set of rules. This assumption limits the behavioral complexity of the simulated agents. By learning from real-world examples, our autonomous agents display complex natural behaviors that are often missing in crowd simulations. Examples are created from tracked video segments of real pedestrian crowds. During a simulation, autonomous agents search for examples that closely match the situation that they are facing. Trajectories taken by real people in similar situations, are copied to the simulated agents, resulting in seemingly natural behaviors.
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    Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Paris, Sebastien; Pettre, Julien; Donikian, Stephane
    This paper addresses the problem of virtual pedestrian autonomous navigation for crowd simulation. It describes a method for solving interactions between pedestrians and avoiding inter-collisions. Our approach is agent-based and predictive: each agent perceives surrounding agents and extrapolates their trajectory in order to react to potential collisions. We aim at obtaining realistic results, thus the proposed model is calibrated from experimental motion capture data. Our method is shown to be valid and solves major drawbacks compared to previous approaches such as oscillations due to a lack of anticipation. We first describe the mathematical representation used in our model, we then detail its implementation, and finally, its calibration and validation from real data.
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    Layered Performance Animation with Correlation Maps
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Neff, Michael; Albrecht, Irene; Seidel, Hans-Peter
    Performance has a spontaneity and aliveness that can be difficult to capture in more methodical animation processes such as keyframing. Access to performance animation has traditionally been limited to either low degree of freedom characters or required expensive hardware. We present a performance-based animation system for humanoid characters that requires no special hardware, relying only on mouse and keyboard input. We deal with the problem of controlling such a high degree of freedom model with low degree of freedom input through the use of correlation maps which employ 2D mouse input to modify a set of expressively relevant character parameters. Control can be continuously varied by rapidly switching between these maps. We present flexible techniques for varying and combining these maps and a simple process for defining them. The tool is highly configurable, presenting suitable defaults for novices and supporting a high degree of customization and control for experts. Animation can be recorded on a single pass, or multiple layers can be used to increase detail. Results from a user study indicate that novices are able to produce reasonable animations within their first hour of using the system. We also show more complicated results for walking and a standing character that gestures and dances.
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    Interactive Visual Workspaces with Dynamic Foveal Areas and Adaptive Composite Interfaces
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Cotting, Daniel; Gross, Markus
    This paper presents novel techniques and metaphors for on-demand visual workspaces in everyday office environments, providing space-efficient, flexible and highly interactive graphical user interfaces using projected displays. For increased resolution, contents personalization and interactive visualization, the users can augment the large-scale projections with dynamic high-resolution foveal enhancements using a pocket light metaphor. To further optimize the presentation at a given resolution, the design of the displays can be modified interactively, and like a jigsaw puzzle, the layout can be customized using an adaptive compositing approach which supports free-form focus-and-context rendering. With a unified intensity-based tracking approach, we allow for natural multi-touch interaction with the information space through bare hands, pointers and pens on arbitrary surfaces.
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    Shape-aware Volume Illustration
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Chen, Wei; Lu, Aidong; Ebert, David S.
    We introduce a novel volume illustration technique for regularly sampled volume datasets. The fundamental difference between previous volume illustration algorithms and ours is that our results are shape-aware, as they depend not only on the rendering styles, but also the shape styles. We propose a new data structure that is derived from the input volume and consists of a distance volume and a segmentation volume. The distance volume is used to reconstruct a continuous field around the object boundary, facilitating smooth illustrations of boundaries and silhouettes. The segmentation volume allows us to abstract or remove distracting details and noise, and apply different rendering styles to different objects and components. We also demonstrate how to modify the shape of illustrated objects using a new 2D curve analogy technique. This provides an interactive method for learning shape variations from 2D hand-painted illustrations by drawing several lines. Our experiments on several volume datasets demonstrate that the proposed approach can achieve visually appealing and shape-aware illustrations. The feedback from medical illustrators is quite encouraging.
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    Consistent Viewing and Interaction for Multiple Users in Projection-Based VR Systems
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) De Haan, Gerwin; Molenaar, Rene; Koutek, Michal; Post, Frits H.
    In projection-based Virtual Reality (VR) systems, typically only one headtracked user views stereo images rendered from the correct view position. For other users, who are presented a distorted image, moving with the first user s head motion, it is difficult to correctly view and interact with 3D objects in the virtual environment. In close-range VR systems, such as the Virtual Workbench, distortion effects are especially large because objects are within close range and users are relatively far apart. On these systems, multi-user collaboration proves to be difficult. In this paper, we analyze the problem and describe a novel, easy to implement method to prevent and reduce image distortion and its negative effects on close-range interaction task performance. First, our method combines a shared camera model and view distortion compensation. It minimizes the overall distortion for each user, while important user-personal objects such as interaction cursors, rays and controls remain distortion-free. Second, our method retains co-location for interaction techniques to make interaction more consistent. We performed a user experiment on our Virtual Workbench to analyze user performance under distorted view conditions with and without the use of our method. Our findings demonstrate the negative impact of view distortion on task performance and the positive effect our method introduces. This indicates that our method can enhance the multi-user collaboration experience on close-range, projection-based VR systems.
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    Style Transfer Functions for Illustrative Volume Rendering
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Bruckner, S.; Groeller, M. E.
    Illustrative volume visualization frequently employs non-photorealistic rendering techniques to enhance important features or to suppress unwanted details. However, it is difficult to integrate multiple non-photorealistic rendering approaches into a single framework due to great differences in the individual methods and their parameters. In this paper, we present the concept of style transfer functions. Our approach enables flexible data-driven illumination which goes beyond using the transfer function to just assign colors and opacities. An image-based lighting model uses sphere maps to represent non-photorealistic rendering styles. Style transfer functions allow us to combine a multitude of different shading styles in a single rendering. We extend this concept with a technique for curvature-controlled style contours and an illustrative transparency model. Our implementation of the presented methods allows interactive generation of high-quality volumetric illustrations.