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Item Austrian Chapter Report(2024-04-22) Wimmer, MichaelItem Software Rasterization of 2 Billion Points in Real Time(ACM Association for Computing Machinery, 2022) Schütz, Markus; Kerbl, Bernhard; Wimmer, Michael; Josef Spjut; Marc Stamminger; Victor ZordanThe accelerated collection of detailed real-world 3D data in the form of ever-larger point clouds is sparking a demand for novel visualization techniques that are capable of rendering billions of point primitives in real-time. We propose a software rasterization pipeline for point clouds that is capable of rendering up to two billion points in real-time (60 FPS) on commodity hardware. Improvements over the state of the art are achieved by batching points, enabling a number of batch-level optimizations before rasterizing them within the same rendering pass. These optimizations include frustum culling, level-of-detail (LOD) rendering, and choosing the appropriate coordinate precision for a given batch of points directly within a compute workgroup. Adaptive coordinate precision, in conjunction with visibility buffers, reduces the required data for the majority of points to just four bytes, making our approach several times faster than the bandwidth-limited state of the art. Furthermore, support for LOD rendering makes our software rasterization approach suitable for rendering arbitrarily large point clouds, and to meet the elevated performance demands of virtual reality applications.Item PPSurf: Combining Patches and Point Convolutions for Detailed Surface Reconstruction(© 2024 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2024) Erler, Philipp; Fuentes‐Perez, Lizeth; Hermosilla, Pedro; Guerrero, Paul; Pajarola, Renato; Wimmer, Michael; Alliez, Pierre; Wimmer, Michael3D surface reconstruction from point clouds is a key step in areas such as content creation, archaeology, digital cultural heritage and engineering. Current approaches either try to optimize a non‐data‐driven surface representation to fit the points, or learn a data‐driven prior over the distribution of commonly occurring surfaces and how they correlate with potentially noisy point clouds. Data‐driven methods enable robust handling of noise and typically either focus on a or a prior, which trade‐off between robustness to noise on the global end and surface detail preservation on the local end. We propose as a method that combines a global prior based on point convolutions and a local prior based on processing local point cloud patches. We show that this approach is robust to noise while recovering surface details more accurately than the current state‐of‐the‐art. Our source code, pre‐trained model and dataset are available at .Item Eurographics - CESCG support application(2024-04-17) Wimmer, MichaelThis proposal is to support the Central European Seminar for Computer Graphics (CESCG) with a yearly flat sponsorship of 7.500€, corresponding to 30 scholarships to undergraduate students at 250€ each, which allows covering the costs of the main seminar, or more than half of the costs of the full event.Item The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses(The Eurographics Association, 2022) Unterguggenberger, Johannes; Kerbl, Bernhard; Wimmer, Michael; Bourdin, Jean-Jacques; Paquette, EricFor over two decades, the OpenGL API provided users with the means for implementing versatile, feature-rich, and portable real-time graphics applications. Consequently, it has been widely adopted by practitioners and educators alike and is deeply ingrained in many curricula that teach real-time graphics for higher education. Over the years, the architecture of graphics processing units (GPUs) incrementally diverged from OpenGL's conceptual design. The more recently introduced Vulkan API provides a more modern, fine-grained approach for interfacing with the GPU. Various properties of this API and overall trends suggest that Vulkan could soon replace OpenGL in many areas. Hence, it stands to reason that educators who have their students' best interests at heart should provide them with corresponding lecture material. However, Vulkan is notoriously verbose and rather challenging for first-time users, thus transitioning to this new API bears a considerable risk of failing to achieve expected teaching goals. In this paper, we document our experiences after teaching Vulkan in an introductory graphics course side-by-side with conventional OpenGL. A final survey enables us to draw conclusions about perceived workload, difficulty, and students' acceptance of either approach and identify suitable conditions and recommendations for teaching Vulkan to undergraduate students.Item Reconstructing Curves from Sparse Samples on Riemannian Manifolds(The Eurographics Association and John Wiley & Sons Ltd., 2024) Marin, Diana; Maggioli, Filippo; Melzi, Simone; Ohrhallinger, Stefan; Wimmer, Michael; Hu, Ruizhen; Lefebvre, SylvainReconstructing 2D curves from sample points has long been a critical challenge in computer graphics, finding essential applications in vector graphics. The design and editing of curves on surfaces has only recently begun to receive attention, primarily relying on human assistance, and where not, limited by very strict sampling conditions. In this work, we formally improve on the state-of-the-art requirements and introduce an innovative algorithm capable of reconstructing closed curves directly on surfaces from a given sparse set of sample points. We extend and adapt a state-of-the-art planar curve reconstruction method to the realm of surfaces while dealing with the challenges arising from working on non-Euclidean domains. We demonstrate the robustness of our method by reconstructing multiple curves on various surface meshes. We explore novel potential applications of our approach, allowing for automated reconstruction of curves on Riemannian manifolds.Item Fast Rendering of Parametric Objects on Modern GPUs(The Eurographics Association, 2024) Unterguggenberger, Johannes; Lipp, Lukas; Wimmer, Michael; Kerbl, Bernhard; Schütz, Markus; Reina, Guido; Rizzi, SilvioParametric functions are an extremely efficient representation for 3D geometry, capable of compactly modelling highly complex objects. Once specified, parametric 3D objects allow for visualization at arbitrary levels of detail, at no additional memory cost, limited only by the amount of evaluated samples. However, mapping the sample evaluation to the hardware rendering pipelines of modern graphics processing units (GPUs) is not trivial. This has given rise to several specialized solutions, each targeting interactive rendering of a constrained set of parametric functions. In this paper, we propose a general method for efficient rendering of parametrically defined 3D objects. Our solution is carefully designed around modern hardware architecture. Our method adaptively analyzes, allocates and evaluates parametric function samples to produce high-quality renderings. Geometric precision can be modulated from few pixels down to sub-pixel level, enabling real-time frame rates of several 100 frames per second (FPS) for various parametric functions. We propose a dedicated level-of-detail (LOD) stage, which outputs patches of similar geometric detail to a subsequent rendering stage that uses either a hardware tessellation-based approach or performs point-based softare rasterization. Our method requires neither preprocessing nor caching, and the proposed LOD mechanism is fast enough to run each frame. Hence, our approach also lends itself to animated parametric objects. We demonstrate the benefits of our method over a state-of-the-art spherical harmonics (SH) glyph rendering method, while showing its flexibility on a range of other demanding shapes.Item Editorial(Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2025) Alliez, Pierre; Wimmer, Michael; Westermann, RüdigerItem Parameter-Free and Improved Connectivity for Point Clouds(The Eurographics Association, 2023) Marin, Diana; Ohrhallinger, Stefan; Wimmer, Michael; Singh, Gurprit; Chu, Mengyu (Rachel)Determining connectivity in unstructured point clouds is a long-standing problem that is still not addressed satisfactorily. In this poster, we propose an extension to the proximity graph introduced in [MOW22] to three-dimensional models. We use the spheres-of-influence (SIG) proximity graph restricted to the 3D Delaunay graph to compute connectivity between points. Our approach shows a better encoding of the connectivity in relation to the ground truth than the k-nearest neighborhood (kNN) for a wide range of k values, and additionally, it is parameter-free. Our result for this fundamental task offers potential for many applications relying on kNN, e.g., improvements in normal estimation, surface reconstruction, motion planning, simulations, and many more.Item Strokes2Surface: Recovering Curve Networks From 4D Architectural Design Sketches(The Eurographics Association and John Wiley & Sons Ltd., 2024) Rasoulzadeh, Shervin; Wimmer, Michael; Stauss, Philipp; Kovacic, Iva; Bermano, Amit H.; Kalogerakis, EvangelosWe present Strokes2Surface, an offline geometry reconstruction pipeline that recovers well-connected curve networks from imprecise 4D sketches to bridge concept design and digital modeling stages in architectural design. The input to our pipeline consists of 3D strokes' polyline vertices and their timestamps as the 4th dimension, along with additional metadata recorded throughout sketching. Inspired by architectural sketching practices, our pipeline combines a classifier and two clustering models to achieve its goal. First, with a set of extracted hand-engineered features from the sketch, the classifier recognizes the type of individual strokes between those depicting boundaries (Shape strokes) and those depicting enclosed areas (Scribble strokes). Next, the two clustering models parse strokes of each type into distinct groups, each representing an individual edge or face of the intended architectural object. Curve networks are then formed through topology recovery of consolidated Shape clusters and surfaced using Scribble clusters guiding the cycle discovery. Our evaluation is threefold: We confirm the usability of the Strokes2Surface pipeline in architectural design use cases via a user study, we validate our choice of features via statistical analysis and ablation studies on our collected dataset, and we compare our outputs against a range of reconstructions computed using alternative methods.
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