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Now showing 1 - 10 of 3876
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    Statistical Analysis of Parallel Data Uploading using OpenGL
    (The Eurographics Association, 2019) Wiedemann, Markus; Kranzlmüller, Dieter; Childs, Hank and Frey, Steffen
    Modern real-time visualizations of large-scale datasets require constant high frame rates while their datasets might exceed the available graphics memory. This requires sophisticated upload strategies from host memory to the memory of the graphics cards. A possible solution uses outsourcing of all data uploads onto concurrent threads and disconnecting prohibitive data dependencies. OpenGL provides a variety of functions and parameters but not all allow minimal interference on rendering. In this work, we present a thorough and statistically sound analysis of various effects introduced by choosing different input parameters, such as size, partitioning and number of threads for uploading, as well as combinations of buffer usage hints and uploading functions. This approach provides insight into the problem and offers a basis for future optimizations.
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    Interactive Modeling of Mechanical Objects
    (The Eurographics Association and John Wiley & Sons Ltd., 2016) Ureta, Francisca Gil; Tymms, Chelsea; Zorin, Denis; Maks Ovsjanikov and Daniele Panozzo
    Objects with various types of mechanical joints are among the most commonly built. Joints implement a vocabulary of simple constrained motions (kinematic pairs) that can be used to build more complex behaviors. Defining physically correct joint geometry is crucial both for realistic appearance of models during motion, as these are typically the only parts of geometry that stay in contact, and for fabrication. Direct design of joint geometry often requires more effort than the design of the rest of the object geometry, as it requires design of components that stay in precise contact, are aligned with other parts, and allow the desired range of motion. We present an interactive system for creating physically realizable joints with user-controlled appearance. Our system minimizes or, in most cases, completely eliminates the need for the user to manipulate low-level geometry of joints. This is achieved by automatically inferring a small number of plausible combinations of joint dimensions, placement and orientation from part geometry, with the user making the final high-level selection based on object semantic. Through user studies, we demonstrate that functional results with a satisfying appearance can be obtained quickly by users with minimal modeling experience, offering a significant improvement in the time required for joint construction, compared to standard modeling approaches.
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    Parameterized Skin for Rendering Flushing Due to Exertion
    (The Eurographics Association, 2016) Vieira, Teresa; Angus Forbes and Lyn Bartram
    It is known that physical exercise increases bloodflow and flushing of the facial skin. When digital artists hand-paint the textures for animation of realistic effects such as flushing due to exertion, they observe real-life references and use their creativity. This process is empirical and time-consuming, with artists often using the same textures across all facial expressions. The problem is that there is a lack of guidelines on how skin color changes due to exertion, that is only surpassed when scans of facial appearance are used. However facial appearance scans are best suited when creating digital doubles and do not easily fit different characters. Here, we present a novel delta-parameterized method that guides artists in painting the textures for animation of flushing due to physical exertion. To design the proposed method we have analyzed skin color differences in L*a*b* color space, from 34 human subjects' portraits before and after physical exercise. We explain the experiment setup configuration, statistical analysis and the resulting delta color differences from which we derived our method parameters. We illustrate how our method suits any skin type and character style. The proposed method was reviewed by texture artists, who find it useful and that it may help render more realistic flushed exertion expressions, compared to state of the art, guesswork techniques.
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    Rendering and Extracting Extremal Features in 3D Fields
    (The Eurographics Association and John Wiley & Sons Ltd., 2018) Kindlmann, Gordon L.; Chiw, Charisee; Huynh, Tri; Gyulassy, Attila; Reppy, John; Bremer, Peer-Timo; Jeffrey Heer and Heike Leitte and Timo Ropinski
    Visualizing and extracting three-dimensional features is important for many computational science applications, each with their own feature definitions and data types. While some are simple to state and implement (e.g. isosurfaces), others require more complicated mathematics (e.g. multiple derivatives, curvature, eigenvectors, etc.). Correctly implementing mathematical definitions is difficult, so experimenting with new features requires substantial investments. Furthermore, traditional interpolants rarely support the necessary derivatives, and approximations can reduce numerical stability. Our new approach directly translates mathematical notation into practical visualization and feature extraction, with minimal mental and implementation overhead. Using a mathematically expressive domain-specific language, Diderot, we compute direct volume renderings and particlebased feature samplings for a range of mathematical features. Non-expert users can experiment with feature definitions without any exposure to meshes, interpolants, derivative computation, etc. We demonstrate high-quality results on notoriously difficult features, such as ridges and vortex cores, using working code simple enough to be presented in its entirety.
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    Partial Shape Matching Using Transformation Parameter Similarity
    (Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Guerrero, Paul; Auzinger, Thomas; Wimmer, Michael; Jeschke, Stefan; Deussen, Oliver and Zhang, Hao (Richard)
    In this paper, we present a method for non‐rigid, partial shape matching in vector graphics. Given a user‐specified query region in a 2D shape, similar regions are found, even if they are non‐linearly distorted. Furthermore, a non‐linear mapping is established between the query regions and these matches, which allows the automatic transfer of editing operations such as texturing. This is achieved by a two‐step approach. First, pointwise correspondences between the query region and the whole shape are established. The transformation parameters of these correspondences are registered in an appropriate transformation space. For transformations between similar regions, these parameters form surfaces in transformation space, which are extracted in the second step of our method. The extracted regions may be related to the query region by a non‐rigid transform, enabling non‐rigid shape matching.In this paper, we present a method for non‐rigid, partial shape matching in vector graphics. Given a user‐specified query region in a 2D shape, similar regions are found, even if they are non‐linearly distorted. Furthermore, a non‐linear mapping is established between the query regions and these matches, which allows the automatic transfer of editing operations such as texturing. This is achieved by a two‐step approach. First, pointwise correspondences between the query region and the whole shape are established. The transformation parameters of these correspondences are registered in an appropriate transformation space. For transformations between similar regions, these parameters form surfaces in transformation space, which are extracted in the second step of our method. The extracted regions may be related to the query region by a non‐rigid transform, enabling non‐rigid shape matching.
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    Discrete Calabi Flow: A Unified Conformal Parameterization Method
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Su, Kehua; Li, Chenchen; Zhou, Yuming; Xu, Xu; Gu, Xianfeng; Lee, Jehee and Theobalt, Christian and Wetzstein, Gordon
    Conformal parameterization for surfaces into various parameter domains is a fundamental task in computer graphics. Prior research on discrete Ricci flow provided us with promising inspirations from methods derived via Riemannian geometry, which is rigorous in theory and effective in practice. In this paper, we propose a unified conformal parameterization approach for turning triangle meshes into planar and spherical domains using discrete Calabi flow on piecewise linear metric. We incorporate edgeflipping surgery to guarantee convergence as well as other significant improvements including approximate Newton's method, optimal step-lengths, priority embedding and boundary customizing, which achieve better performance and functionality with robustness and accuracy.
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    Visualization of 4D Vector Field Topology
    (The Eurographics Association and John Wiley & Sons Ltd., 2018) Hofmann, Lutz; Rieck, Bastian; Sadlo, Filip; Jeffrey Heer and Heike Leitte and Timo Ropinski
    In this paper, we present an approach to the topological analysis of four-dimensional vector fields. In analogy to traditional 2D and 3D vector field topology, we provide a classification and visual representation of critical points, together with a technique for extracting their invariant manifolds. For effective exploration of the resulting four-dimensional structures, we present a 4D camera that provides concise representation by exploiting projection degeneracies, and a 4D clipping approach that avoids self-intersection in the 3D projection. We exemplify the properties and the utility of our approach using specific synthetic cases.
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    Haptics-based Modelling of Pigmented Skin Lesions
    (The Eurographics Association, 2015) Granados, Alejandro; Bryan, James; Abdalla, Taha; Osborne, Genevieve; Bello, Fernando; Katja Bühler and Lars Linsen and Nigel W. John
    Dermatology is under-represented in medical undergraduate education with newly graduated doctors not being able to identify common and important skin conditions. In order to become competent in diagnosing skin lesions, it is important to encounter multiple examples of a condition, as they vary between individuals. Three popular lesions have been identified due to their importance, including nodular melanoma, seborrhoeic keratosis and cherry haemangioma. In this paper we propose a haptics-enabled learning tool for pigmented skin lesions based on haptic texturing. Geometrical modelling, skin deformation and haptics modelling are described. Results of the implementation are presented along with an initial validation study comparing the haptics-based simulator with other methods, including temporary tattoos and silicon made models.
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    A Multifragment Renderer for Material Aging Visualization
    (The Eurographics Association, 2018) Adamopoulos, Georgios; Moutafidou, Anastasia; Drosou, Anastasios; Tzovaras, Dimitrios; Fudos, Ioannis; Jain, Eakta and Kosinka, Jirí
    People involved in curatorial work and in preservation/conservation tasks need to understand exactly the nature of aging and to prevent it with minimal preservation work. In this scenario, it is of extreme importance to have tools to produce and visualize digital representations and models of visual surface appearance and material properties, to help the scientist understand how they evolve over time and under particular environmental conditions. We report on the development of a multifragment renderer for visualizing and combining the results of simulated aging of artwork objects. Several natural aging processes manifest themselves through change of color, fading, deformations or cracks. Furthermore, changes in the materials underneath the visible layers may be detected or simulated.
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    A Parallel Approach to Compression and Decompression of Triangle Meshes using the GPU
    (The Eurographics Association and John Wiley & Sons Ltd., 2017) Jakob, Johannes; Buchenau, Christoph; Guthe, Michael; Bærentzen, Jakob Andreas and Hildebrandt, Klaus
    Most state-of-the-art compression algorithms use complex connectivity traversal and prediction schemes, which are not efficient enough for online compression of large meshes. In this paper we propose a scalable massively parallel approach for compression and decompression of large triangle meshes using the GPU. Our method traverses the input mesh in a parallel breadth-first manner and encodes the connectivity data similarly to the well known cut-border machine. Geometry data is compressed using a local prediction strategy. In contrast to the original cut-border machine, we can additionally handle triangle meshes with inconsistently oriented faces. Our approach is more than one order of magnitude faster than currently used methods and achieves competitive compression rates.