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    Harmonics Virtual Lights: Fast Projection of Luminance Field on Spherical Harmonics for Efficient Rendering
    (© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2022) Mézières, Pierre; Desrichard, François; Vanderhaeghe, David; Paulin, Mathias; Hauser, Helwig and Alliez, Pierre
    In this paper, we introduce harmonics virtual lights (HVL), to model indirect light sources for interactive global illumination of dynamic 3D scenes. Virtual point lights (VPL) are an efficient approach to define indirect light sources and to evaluate the resulting indirect lighting. Nonetheless, VPL suffer from disturbing artefacts, especially with high‐frequency materials. Virtual spherical lights (VSL) avoid these artefacts by considering spheres instead of points but estimates the lighting integral using Monte‐Carlo which results to noise in the final image. We define HVL as an extension of VSL in a spherical harmonics (SH) framework, defining a closed form of the lighting integral evaluation. We propose an efficient SH projection of spherical lights contribution faster than existing methods. Computing the outgoing luminance requires operations when using materials with circular symmetric lobes, and operations for the general case, where is the number of SH bands. HVL can be used with either parametric or measured BRDF without extra cost and offers control over rendering time and image quality, by either decreasing or increasing the band limit used for SH projection. Our approach is particularly well‐designed to render medium‐frequency one‐bounce global illumination with arbitrary BRDF at an interactive frame rate.
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    DeepTex: Deep Learning-Based Texturing of Image-Based 3D Reconstructions
    (The Eurographics Association, 2024) Neumann, Kai Alexander; Santos, Pedro; Fellner, Dieter W.; Corsini, Massimiliano; Ferdani, Daniele; Kuijper, Arjan; Kutlu, Hasan
    Image-based 3D reconstruction is a commonly used technique for measuring the geometry and color of objects or scenes based on images. While the geometry reconstruction of state-of-the-art approaches is mostly robust against varying lighting conditions and outliers, these pose a significant challenge for calculating an accurate texture map. This work proposes a deep-learning based texturing approach called ''DeepTex'' that uses a custom learned blending method on top of a traditional mosaic-based texturing approach. The model was trained using a custom synthetic data generation workflow and showed a significantly increased accuracy when generating textures in the presence of outliers and non-uniform lighting.
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    Corrigendum to “Making Procedural Water Waves Boundary‐aware”, “Primal/Dual Descent Methods for Dynamics”, and “Detailed Rigid Body Simulation with Extended Position Based Dynamics”
    (© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Hauser, Helwig and Alliez, Pierre
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    Challenges in the Digitisation of a High-reflective Artwork
    (The Eurographics Association, 2021) Catalano, Chiara Eva; Brunetto, Erika; Mortara, Michela; Pizzi, Corrado; Hulusic, Vedad and Chalmers, Alan
    In this paper we report about the photogrammetric acquisition and reconstruction of a contemporary artwork, performed by offthe- shelf software. The ceramic piece of art is "Il Libro d'Oro del Terzo Paradiso" ("The Golden Book of the Third Paradise") by Michelangelo Pistoletto, accessed and studied in the framework of a regional project. This artefact is particularly challenging. On the one hand, it is golden coated and, as such, highly reflective. Hence, images are likely to suffer from highlight spots, shadows or self-reflections, and the reconstructed point cloud is typically noisy. On the other hand, the object exhibits simple geometry, mainly composed of planar surfaces, and is highly symmetric; however, it possesses detail features and undercuts. The symmetric nature of the object and reflections misled the image alignment, and the noise in the data turned out to be of the same scale as the detail features. We will discuss all the steps of the process, aimed at obtaining a high quality and accurate 3D model using low-cost tools.
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    Level of Detail Exploration of Electronic Transition Ensembles using Hierarchical Clustering
    (The Eurographics Association and John Wiley & Sons Ltd., 2022) Sidwall Thygesen, Signe; Masood, Talha Bin; Linares, Mathieu; Natarajan, Vijay; Hotz, Ingrid; Borgo, Rita; Marai, G. Elisabeta; Schreck, Tobias
    We present a pipeline for the interactive visual analysis and exploration of molecular electronic transition ensembles. Each ensemble member is specified by a molecular configuration, the charge transfer between two molecular states, and a set of physical properties. The pipeline is targeted towards theoretical chemists, supporting them in comparing and characterizing electronic transitions by combining automatic and interactive visual analysis. A quantitative feature vector characterizing the electron charge transfer serves as the basis for hierarchical clustering as well as for the visual representations. The interface for the visual exploration consists of four components. A dendrogram provides an overview of the ensemble. It is augmented with a level of detail glyph for each cluster. A scatterplot using dimensionality reduction provides a second visualization, highlighting ensemble outliers. Parallel coordinates show the correlation with physical parameters. A spatial representation of selected ensemble members supports an in-depth inspection of transitions in a form that is familiar to chemists. All views are linked and can be used to filter and select ensemble members. The usefulness of the pipeline is shown in three different case studies.
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    DASH: Visual Analytics for Debiasing Image Classification via User-Driven Synthetic Data Augmentation
    (The Eurographics Association, 2022) Kwon, Bum Chul; Lee, Jungsoo; Chung, Chaeyeon; Lee, Nyoungwoo; Choi, Ho-Jin; Choo, Jaegul; Agus, Marco; Aigner, Wolfgang; Hoellt, Thomas
    Image classification models often learn to predict a class based on irrelevant co-occurrences between input features and an output class in training data. We call the unwanted correlations ''data biases,'' and the visual features causing data biases ''bias factors.'' It is challenging to identify and mitigate biases automatically without human intervention. Therefore, we conducted a design study to find a human-in-the-loop solution. First, we identified user tasks that capture the bias mitigation process for image classification models with three experts. Then, to support the tasks, we developed a visual analytics system called DASH that allows users to visually identify bias factors, to iteratively generate synthetic images using a state-of-the-art image-toimage translation model, and to supervise the model training process for improving the classification accuracy. Our quantitative evaluation and qualitative study with ten participants demonstrate the usefulness of DASH and provide lessons for future work.
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    Fast Updates for Least-Squares Rotational Alignment
    (The Eurographics Association and John Wiley & Sons Ltd., 2021) Zhang, Jiayi Eris; Jacobson, Alec; Alexa, Marc; Mitra, Niloy and Viola, Ivan
    Across computer graphics, vision, robotics and simulation, many applications rely on determining the 3D rotation that aligns two objects or sets of points. The standard solution is to use singular value decomposition (SVD), where the optimal rotation is recovered as the product of the singular vectors. Faster computation of only the rotation is possible using suitable parameterizations of the rotations and iterative optimization. We propose such a method based on the Cayley transformations. The resulting optimization problem allows better local quadratic approximation compared to the Taylor approximation of the exponential map. This results in both faster convergence as well as more stable approximation compared to other iterative approaches. It also maps well to AVX vectorization. We compare our implementation with a wide range of alternatives on real and synthetic data. The results demonstrate up to two orders of magnitude of speedup compared to a straightforward SVD implementation and a 1.5-6 times speedup over popular optimized code.
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    Quad Layouts via Constrained T-Mesh Quantization
    (The Eurographics Association and John Wiley & Sons Ltd., 2021) Lyon, Max; Campen, Marcel; Kobbelt, Leif; Mitra, Niloy and Viola, Ivan
    We present a robust and fast method for the creation of conforming quad layouts on surfaces. Our algorithm is based on the quantization of a T-mesh, i.e. an assignment of integer lengths to the sides of a non-conforming rectangular partition of the surface. This representation has the benefit of being able to encode an infinite number of layout connectivity options in a finite manner, which guarantees that a valid layout can always be found. We carefully construct the T-mesh from a given seamless parametrization such that the algorithm can provide guarantees on the results' quality. In particular, the user can specify a bound on the angular deviation of layout edges from prescribed directions. We solve an integer linear program (ILP) to find a coarse quad layout adhering to that maximal deviation. Our algorithm is guaranteed to yield a conforming quad layout free of T-junctions together with bounded angle distortion. Our results show that the presented method is fast, reliable, and achieves high quality layouts.
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    Rendering 2023 Symposium Track: Frontmatter
    (The Eurographics Association, 2023) Ritschel, Tobias; Weidlich, Andrea; Ritschel, Tobias; Weidlich, Andrea
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    Intersection Distance Field Collision for GPU
    (The Eurographics Association, 2022) Krayer, Bastian; Görge, Rebekka; Müller, Stefan; Yang, Yin; Parakkat, Amal D.; Deng, Bailin; Noh, Seung-Tak
    We present a framework for finding collision points between objects represented by signed distance fields. Particles are used to sample the region where intersections can occur. The distance field representation is used to project the particles onto the surface of the intersection of both objects. From there information, such as collision normals and intersection depth can be extracted. This allows for handling various types of objects in a unified way. Due to the particle approach, the algorithm is well suited to the GPU.