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Item PriMo: Coupled Prisms for Intuitive Surface Modeling(The Eurographics Association, 2006) Botsch, Mario; Pauly, Mark; Gross, Markus; Kobbelt, Leif; Alla Sheffer and Konrad PolthierWe present a new method for 3D shape modeling that achieves intuitive and robust deformations by emulating physically plausible surface behavior inspired by thin shells and plates. The surface mesh is embedded in a layer of volumetric prisms, which are coupled through non-linear, elastic forces. To deform the mesh, prisms are rigidly transformed to satisfy user constraints while minimizing the elastic energy. The rigidity of the prisms prevents degenerations even under extreme deformations, making the method numerically stable. For the underlying geometric optimization we employ both local and global shape matching techniques. Our modeling framework allows for the specification of various geometrically intuitive parameters that provide control over the physical surface behavior. While computationally more involved than previous methods, our approach significantly improves robustness and simplifies user interaction for large, complex deformations.Item Fast Arbitrary Splitting of Deforming Objects(The Eurographics Association, 2006) Steinemann, Denis; Otaduy, Miguel A.; Gross, Markus; Marie-Paule Cani and James O'BrienWe present a novel algorithm for efficiently splitting deformable solids along arbitrary piecewise linear crack surfaces in cutting and fracture simulations. We propose the use of a meshless discretization of the deformation field, and a novel visibility graph for fast update of shape functions in meshless discretizations. We decompose the splitting operation into a first step where we synthesize crack surfaces as triangle meshes, and a second step where we use the newly synthesized surfaces to update the visibility graph, and thus the meshless discretization of the deformation field. The separation of the splitting operation into two steps, along with our novel visibility graph, enables high flexibility and control over the splitting trajectories, provides fast dynamic update of the meshless discretization, and facilitates an easy implementation, making our algorithm scalable, versatile, and suitable for a large range of applications, from computer animation to interactive medical simulation.We present a novel algorithm for efficiently splitting deformable solids along arbitrary piecewise linear crack surfaces in cutting and fracture simulations. We propose the use of a meshless discretization of the deformation field, and a novel visibility graph for fast update of shape functions in meshless discretizations. We decompose the splitting operation into a first step where we synthesize crack surfaces as triangle meshes, and a second step where we use the newly synthesized surfaces to update the visibility graph, and thus the meshless discretization of the deformation field. The separation of the splitting operation into two steps, along with our novel visibility graph, enables high flexibility and control over the splitting trajectories, provides fast dynamic update of the meshless discretization, and facilitates an easy implementation, making our algorithm scalable, versatile, and suitable for a large range of applications, from computer animation to interactive medical simulation.Item Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hadwiger, Markus; Sigg, Christian; Scharsach, Henning; Buehler, Khatja; Gross, MarkusItem Visibility Transition Planning for Dynamic Camera Control(ACM SIGGRAPH / Eurographics Association, 2009) Oskam, Thomas; Sumner, Robert W.; Thuerey, Nils; Gross, Markus; Eitan Grinspun and Jessica HodginsWe present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into the search strategy, so that a path is chosen along which the focus target will be in view. The efficiency of our algorithm comes from a visibility-aware roadmap data structure that permits the precomputation of a coarse representation of all collision-free paths through an environment, together with an estimate of the pair-wise visibility between all portions of the scene. Our runtime system executes a path planning algorithm using the precomputed roadmap values to find a coarse path, and then refines the path using a sequence of occlusion maps computed on-the-fly. An iterative smoothing algorithm, together with a physically-based camera model, ensures that the path followed by the camera is smooth in both space and time. Our global planning strategy on the visibility-aware roadmap enables large-scale camera transitions as well as a local third-person camera module that follows a player and avoids obstructed viewpoints. The data structure itself adapts at run-time to dynamic occluders that move in an environment. We demonstrate these capabilities in several realistic game environments.Item Fast Adaptive Shape Matching Deformations(The Eurographics Association, 2008) Steinemann, Denis; Otaduy, Miguel A.; Gross, Markus; Markus Gross and Doug JamesWe present a new shape-matching deformation model that allows for efficient handling of topological changes and dynamic adaptive selection of levels of detail. Similar to the recently presented Fast Lattice Shape Matching (FLSM), we compute the position of simulation nodes by convolution of rigid shape matching operators on many overlapping regions, but we rely instead on octree-based hierarchical sampling and an interval-based region definition. Our approach enjoys the efficiency and robustness of shape-matching deformation models, and the same algorithmic simplicity and linear cost as FLSM, but it eliminates its dense sampling requirements. Our method can handle adaptive spatial discretizations, allowing the simulation of more degrees of freedom in arbitrary regions of interest at little additional cost. The method is also versatile, as it can simulate elastic and plastic deformation, it can handle cuts interactively, and it reuses the underlying data structures for efficient handling of (self-)collisions. All this makes it especially useful for interactive applications such as videogames.Item Differential Blending for Expressive Sketch-Based Posing(ACM SIGGRAPH / Eurographics Association, 2013) Öztireli, A. Cengiz; Baran, Ilya; Popa, Tiberiu; Dalstein, Boris; Sumner, Robert W.; Gross, Markus; Theodore Kim and Robert SumnerGenerating highly expressive and caricatured poses can be difficult in 3D computer animation because artists must interact with characters indirectly through complex character rigs. Furthermore, since caricatured poses often involve large bends and twists, artifacts arise with traditional skinning algorithms that are not designed to blend large, disparate rotations and cannot represent extremely large rotations. To overcome these problems, we introduce a differential blending algorithm that can successfully encode and blend large transformations, overcoming the inherent limitation of previous skeletal representations. Based on this blending method, we illustrate a sketch-based interface that supports curved bones and implements the line-of-action concept from hand-drawn animation to create expressive poses in 3D animation. By interpolating stored differential transformations across temporal keyframes, our system also generates caricatured animation. We present a detailed technical analysis of our differential blending algorithm and show several posing and animation results created using our system to demonstrate the utility of our method in practice.Item Optimizing Stereo-to-Multiview Conversion for Autostereoscopic Displays(The Eurographics Association and John Wiley and Sons Ltd., 2014) Chapiro, Alexandre; Heinzle, Simon; Aydin, Tunç Ozan; Poulakos, Steven; Zwicker, Matthias; Smolic, Aljosa; Gross, Markus; B. Levy and J. KautzWe present a novel stereo-to-multiview video conversion method for glasses-free multiview displays. Different from previous stereo-to-multiview approaches, our mapping algorithm utilizes the limited depth range of autostereoscopic displays optimally and strives to preserve the scene s artistic composition and perceived depth even under strong depth compression. We first present an investigation of how perceived image quality relates to spatial frequency and disparity. The outcome of this study is utilized in a two-step mapping algorithm, where we (i) compress the scene depth using a non-linear global function to the depth range of an autostereoscopic display, and (ii) enhance the depth gradients of salient objects to restore the perceived depth and salient scene structure. Finally, an adapted image domain warping algorithm is proposed to generate the multiview output, which enables overall disparity range extension.Item BetweenIT: An Interactive Tool for Tight Inbetweening(The Eurographics Association and Blackwell Publishing Ltd, 2010) Whited, Brian; Noris, Gioacchino; Simmons, Maryann; Sumner, Robert W.; Gross, Markus; Rossignac, JarekThe generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results. Tight inbetweens, which interpolate similar key frames, are particularly time-consuming and tedious to draw. Therefore, we focus on automating these high-precision and expensive portions of the process. We have designed a set of user-guided semi-automatic techniques that fit well with current practice and minimize the number of required artist-gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.Item Are Points the Better Graphics Primitives?(Eurographics Association, 2001) Gross, MarkusSince the early days of graphics the computer based representation of three-dimensional geometry has been one of the core research fields. Today, various sophisticated geometric modelling techniques including NURBS or implicit surfaces allow the creation of 3D graphics models with increasingly complex shape. In spite of these methods the triangle has survived over decades as the king of graphics primitives meeting the right balance between descriptive power and computational burden. As a consequence, today's consumer graphics hardware is heavily tailored for high performance triangle processing. In addition, a new generation of geometry processing methods including hierarchical representations, geometric filtering, or feature detection fosters the concept of triangle meshes for graphics modelling. Unlike triangles, points have amazingly been neglected as a graphics primitive. Although being included in APIs since many years, it is only recently that point samples experience a renaissance in computer graphics. Conceptually, points provide a mere discretization of geometry without explicit storage of topology. Thus, point samples reduce the representation to the essentials needed for rendering and enable us to generate highly optimized object representations. Although the loss of topology poses great challenges for graphics processing, the latest generation of algorithms features high performance rendering, point/pixel shading, anisotropic texture mapping, and advanced signal processing of point sampled geometry. This talk will give an overview of how recent research results in the processing of triangles and points are changing our traditional way of thinking of surface representations in computer graphics - and will discuss the question: Are Points the Better Graphics Primitives?Item Point-Based Computer Graphics(Eurographics Association, 2003) Alexa, Marc; Dachsbacher, Carsten; Gross, Markus; Pauly, Mark; van Baar, Jeroen; Zwicker, Matthias-