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Now showing 1 - 10 of 35
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    G-Style: Stylized Gaussian Splatting
    (The Eurographics Association and John Wiley & Sons Ltd., 2024) Kovács, Áron Samuel; Hermosilla, Pedro; Raidou, Renata Georgia; Chen, Renjie; Ritschel, Tobias; Whiting, Emily
    We introduce G -Style, a novel algorithm designed to transfer the style of an image onto a 3D scene represented using Gaussian Splatting. Gaussian Splatting is a powerful 3D representation for novel view synthesis, as-compared to other approaches based on Neural Radiance Fields-it provides fast scene renderings and user control over the scene. Recent pre-prints have demonstrated that the style of Gaussian Splatting scenes can be modified using an image exemplar. However, since the scene geometry remains fixed during the stylization process, current solutions fall short of producing satisfactory results. Our algorithm aims to address these limitations by following a three-step process: In a pre-processing step, we remove undesirable Gaussians with large projection areas or highly elongated shapes. Subsequently, we combine several losses carefully designed to preserve different scales of the style in the image, while maintaining as much as possible the integrity of the original scene content. During the stylization process and following the original design of Gaussian Splatting, we split Gaussians where additional detail is necessary within our scene by tracking the gradient of the stylized color. Our experiments demonstrate that G -Style generates high-quality stylizations within just a few minutes, outperforming existing methods both qualitatively and quantitatively
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    Tackling Diverse Student Backgrounds and Goals while Teaching an Introductory Visual Computing Course at M.Sc. Level
    (The Eurographics Association, 2024) Silva, Samuel; Sousa Santos, Beatriz; Anderson, Eike
    Visual Computing entails a set of competences that are core for those pursuing Digital Game Development and has become a much sought competence for professionals in a wide variety of fields. In the particular case presented here, the course serves a diverse audience from Multimedia and Design students without previous knowledge in the field and low programming competences, to students that have a previous BS.c in Game Development and have already covered the basic concepts in a previous course. Additionally, the course is also offered as an elective for Computer Science M.Sc. students. This diverse set of background competences and goals motivated designing an approach to the course where each student can build on previous knowledge and have a say on its personal learning path. This article shares the overall approach, presents and discusses the outcomes, and reflects on future evolutions.
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    P-Hologen: An End-to-End Generative Framework for Phase-Only Holograms
    (The Eurographics Association and John Wiley & Sons Ltd., 2024) Park, JooHyun; Jeon, YuJin; Kim, HuiYong; Baek, SeungHwan; Kang, HyeongYeop; Chen, Renjie; Ritschel, Tobias; Whiting, Emily
    Holography stands at the forefront of visual technology, offering immersive, three-dimensional visualizations through the manipulation of light wave amplitude and phase. Although generative models have been extensively explored in the image domain, their application to holograms remains relatively underexplored due to the inherent complexity of phase learning. Exploiting generative models for holograms offers exciting opportunities for advancing innovation and creativity, such as semantic-aware hologram generation and editing. Currently, the most viable approach for utilizing generative models in the hologram domain involves integrating an image-based generative model with an image-to-hologram conversion model, which comes at the cost of increased computational complexity and inefficiency. To tackle this problem, we introduce P-Hologen, the first endto- end generative framework designed for phase-only holograms (POHs). P-Hologen employs vector quantized variational autoencoders to capture the complex distributions of POHs. It also integrates the angular spectrum method into the training process, constructing latent spaces for complex phase data using strategies from the image processing domain. Extensive experiments demonstrate that P-Hologen achieves superior quality and computational efficiency compared to the existing methods. Furthermore, our model generates high-quality unseen, diverse holographic content from its learned latent space without requiring pre-existing images. Our work paves the way for new applications and methodologies in holographic content creation, opening a new era in the exploration of generative holographic content. The code for our paper is publicly available on https://github.com/james0223/P-Hologen.
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    Computational Mis-Drape Detection and Rectification
    (The Eurographics Association, 2024) Shin, Hyeon-Seung; Ko, Hyeong-Seok; Chen, Renjie; Ritschel, Tobias; Whiting, Emily
    For various reasons, mis-drapes occur in physically-based clothing simulation. Therefore, when developing a virtual try-on system that works without any human operators, a technique to algorithmically detect and rectify mis-drapes has to be developed. This paper makes a first attempt in that direction, by defining two mis-drape determinants, namely, the Gaussian and crease mis-drape determinants. According to the experiments performed to various avatar-garment combinations, the proposed determinants identify mis-drapes pretty accurately. This paper also proposes a treatment that can be applied to rectify the mis-drapes. The proposed treatment successfully resolves the mis-drapes without unnecessarily destroying the original drape.
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    Creating Data Art: Authentic Learning and Visualisation Exhibition
    (The Eurographics Association, 2024) Roberts, Jonathan C.; Hunter, David; Slingsby, Aidan
    We present an authentic learning task designed for computing students, centred on the creation of data-art visualisations from chosen datasets for a public exhibition. This exhibition was showcased in the cinema foyer for two weeks in June, providing a real-world platform for students to display their work. Over the course of two years, we implemented this active learning task with two different cohorts of students. In this paper, we share our experiences and insights from these activities, highlighting the impact on student engagement and learning outcomes. We also provide a detailed description of the seven individual tasks that learners must perform: topic and data selection and analysis, research and art inspiration, design conceptualisation, proposed solution, visualisation creation, exhibition curation, and reflection. By integrating these tasks, students not only develop technical skills but also gain practical experience in presenting their work to a public audience, bridging the gap between academic learning and professional practice.
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    Cascading Upper Bounds for Triangle Soup Pompeiu-Hausdorff Distance
    (The Eurographics Association and John Wiley & Sons Ltd., 2024) Sacht, Leonardo; Jacobson, Alec; Hu, Ruizhen; Lefebvre, Sylvain
    We propose a new method to accurately approximate the Pompeiu-Hausdorff distance from a triangle soup A to another triangle soup B up to a given tolerance. Based on lower and upper bound computations, we discard triangles from A that do not contain the maximizer of the distance to B and subdivide the others for further processing. In contrast to previous methods, we use four upper bounds instead of only one, three of which newly proposed by us. Many triangles are discarded using the simpler bounds, while the most difficult cases are dealt with by the other bounds. Exhaustive testing determines the best ordering of the four upper bounds. A collection of experiments shows that our method is faster than all previous accurate methods in the literature.
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    Teaching Game Programming in an Upper-level Computing Course Through the Development of a C++ Framework and Middleware
    (The Eurographics Association, 2024) Hooper, Steffan; Wünsche, Burkhard C.; Denny, Paul; Luxton-Reilly, Andrew; Sousa Santos, Beatriz; Anderson, Eike
    The game development industry has a programming skills shortage, with industry surveys often ranking game programming as the top skill-in-demand across small, mid-sized, and large triple-A (AAA) game studios. C++ programming skills are desired, however, educators can perceive C++ as too difficult to teach due to its size and complexity. We address the challenges of teaching C++ in an upper-level Game Programming course and demonstrate how learners are up-skilled in C++ game programming, providing insights and reflections on the course. We show how through careful educational-design choices, combined with scaffolding a C++ framework and contemporary middleware, it is possible to transition learners to C++ for game programming.
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    UNICiv: A Universal Navigation Interface to Civilization
    (The Eurographics Association, 2024) Liu, Yuhan; Tucker, C.; Badler, Norman; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, Hasan
    Interactive digital maps are a popular application on mobile devices for navigation, exploration, and virtual travel. Extensive three-dimensional datasets now cover most of the earth with detailed terrain, structures, and transportation networks as they exist contemporaneously. What the world looked like in the ancient past, near the beginnings of human civilization, is more difficult to discover, search, and visualize in a consistently organized temporal and geospatial fashion. UNICiv is built on the Cesium open source 3D Tiles standard to accommodate heterogeneous datasets and leverages visualization in Unreal Engine. UNICiv is an extensible, universal, spatiotemporal interface into the extant 3D modeled structures of the distant past.
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    Enriching Medieval 4D Models with Interactive Narratives
    (The Eurographics Association, 2024) Andujar, Carlos; Cayuela, Begoña; Lorés Otzet, Immaculada; Bosch, Carles; Guardia, Milagros; Munoz-Pandiella, Imanol; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, Hasan
    Digital technologies are increasingly used in cultural heritage preservation and dissemination, but some monuments pose significant challenges due to substantial historical architectural and pictorial changes. This paper introduces a method to enrich multi-layered, multi-phase 3D models of cultural heritage with art history knowledge. This is achieved through imagebased annotations, interactive narratives, points of interest, text, and audio, creating guided tours of the monument's historical phases. The approach is user-friendly for art historians, requiring no programming skills for defining such elements. A pilot user evaluation demonstrated its effectiveness in enhancing visitor engagement and understanding, and allowed improving the final web-based application and narratives.
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    Reactive Gaze during Locomotion in Natural Environments
    (The Eurographics Association and John Wiley & Sons Ltd., 2024) Melgaré, Julia K.; Rohmer, Damien; Musse, Soraia R.; Cani, Marie-Paule; Skouras, Melina; Wang, He
    Animating gaze behavior is crucial for creating believable virtual characters, providing insights into their perception and interaction with the environment. In this paper, we present an efficient yet natural-looking gaze animation model applicable to real-time walking characters exploring natural environments. We address the challenge of dynamic gaze adaptation by combining findings from neuroscience with a data-driven saliency model. Specifically, our model determines gaze focus by considering the character's locomotion, environment stimuli, and terrain conditions. Our model is compatible with both automatic navigation through pre-defined character trajectories and user-guided interactive locomotion, and can be configured according to the desired degree of visual exploration of the environment. Our perceptual evaluation shows that our solution significantly improves the state-of-the-art saliency-based gaze animation with respect to the character's apparent awareness of the environment, the naturalness of the motion, and the elements to which it pays attention.