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Now showing 1 - 10 of 1686
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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 Survey on Video-based Graphics and Video Visualization
    (The Eurographics Association, 2011) Borgo, Rita; Chen, Min; Daubney, Ben; Grundy, Edward; Heidemann, Gunther; Höferlin, Benjamin; Höferlin, Markus; Jänicke, Heike; Weiskopf, Daniel; Xie, Xianghua; N. John and B. Wyvill
    In recent years, a collection of new techniques which deal with video as input data, emerged in computer graphics and visualization. In this survey, we report the state of the art in video-based graphics and video visualization. We provide a comprehensive review of techniques for making photo-realistic or artistic computer-generated imagery from videos, as well as methods for creating summary and/or abstract visual representations to reveal important features and events in videos. We propose a new taxonomy to categorize the concepts and techniques in this newlyemerged body of knowledge. To support this review, we also give a concise overview of the major advances in automated video analysis, as some techniques in this field (e.g., feature extraction, detection, tracking and so on) have been featured in video-based modeling and rendering pipelines for graphics and visualization.
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    Wind projection basis for real-time animation of trees
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Diener, Julien; Rodriguez, Mathieu; Baboud, Lionel; Reveret, Lionel
    This paper presents a real-time method to animate complex scenes of thousands of trees under a user-controllable wind load. Firstly, modal analysis is applied to extract the main modes of deformation from the mechanical model of a 3D tree. The novelty of our contribution is to precompute a new basis of the modal stress of the tree under wind load. At runtime, this basis allows to replace the modal projection of the external forces by a direct mapping for any directional wind. We show that this approach can be efficiently implemented on graphics hardware. This modal animation can be simulated at low computation cost even for large scenes containing thousands of trees.
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    SoundRiver: Semantically-Rich Sound Illustration
    (The Eurographics Association and Blackwell Publishing Ltd, 2010) Jaenicke, H.; Borgo, R.; Mason, J. S. D.; Chen, M.
    Sound is an integral part of most movies and videos. In many situations, viewers of a video are unable to hear the sound track, for example, when watching it in a fast forward mode, viewing it by hearing-impaired viewers or when the plot is given as a storyboard. In this paper, we present an automated visualization solution to such problems. The system first detects the common components (such as music, speech, rain, explosions, and so on) from a sound track, then maps them to a collection of programmable visual metaphors, and generates a composite visualization. This form of sound visualization, which is referred to as SoundRiver, can be also used to augment various forms of video abstraction and annotated key frames and to enhance graphical user interfaces for video handling software. The SoundRiver conveys more semantic information to the viewer than traditional graphical representations of sound illustration, such as phonoautographs, spectrograms or artistic audiovisual animations.
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    Interactive Modeling of Virtual Ecosystems
    (The Eurographics Association, 2009) Benes, Bedrich; Andrysco, Nathan; Stava, Ondrej; Eric Galin and Jens Schneider
    We present a novel technique for interactive, intuitive, and efficient modeling of virtual plants and plant ecosystems. Our approach is biologically-based, but shades the user from overwhelming input parameters by simplifying them to intuitive controls. Users are able to create scenes that are populated by virtual plants. Plants communicate actively with the environment and attempt to generate an optimal spatial distribution that dynamically adapts to neighboring plants, to user defined obstacles, light, and gravity. We demonstrate simulations of ecosystems composed of up to 140 trees that are computed in less than two minutes. Various phenomena previously available for non-realtime procedural approaches are created interactively, such as plants competing for space, topiary, plant lighting, virtual forests, etc. Results are aimed at architectural modeling, the entertainment industry, and everywhere that quick and fast creation of believable biological plant models is necessary.
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    A Dynamic Caching System for Rendering an Animated Crowd in Real-Time
    (The Eurographics Association, 2009) Lister, Wayne; Laycock, Robert G.; Day, Andrew M.; P. Alliez and M. Magnor
    We present a method to accelerate the rendering of large crowds of animated characters. Recent trends have seen matrix-palette skinning become the prevalent approach due to its low memory overhead and fully dynamic geometry. However, the performance of skeletal animation remains modest in comparison to static rendering since neither temporal nor intra-frame coherency can be exploited. We cast crowd rendering as a memory-management problem and allocate a small geometry cache on the GPU within which animated characters can be stored. This serves to augment matrix-palette skinning with baked geometry and allows animation frames to be re-used by multi-pass rendering, between multiple agents and across multiple frames. Our method builds its cache dynamically and adapts to the current simulation state through use of the page-replacement algorithms traditionally employed by virtual-memory systems. In many cases this negates the need for skinning altogether and enables thousands of characters to be rendered in real-time, each independently animated and without loss of fidelity.
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    Automatic Portrait Segmentation for Image Stylization
    (The Eurographics Association and John Wiley & Sons Ltd., 2016) Shen, Xiaoyong; Hertzmann, Aaron; Jia, Jiaya; Paris, Sylvain; Price, Brian; Shechtman, Eli; Sachs, Ian; Joaquim Jorge and Ming Lin
    Portraiture is a major art form in both photography and painting. In most instances, artists seek to make the subject stand out from its surrounding, for instance, by making it brighter or sharper. In the digital world, similar effects can be achieved by processing a portrait image with photographic or painterly filters that adapt to the semantics of the image. While many successful user-guided methods exist to delineate the subject, fully automatic techniques are lacking and yield unsatisfactory results. Our paper first addresses this problem by introducing a new automatic segmentation algorithm dedicated to portraits. We then build upon this result and describe several portrait filters that exploit our automatic segmentation algorithm to generate high-quality portraits.
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    EUROGRAPHICS 2017: Dirk Bartz Prize Frontmatter
    (Eurographics Association, 2017) Bruckner, Stefan; Ropinski, Timo;
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    Energy Aware Color Sets
    (The Eurographics Association and Blackwell Publishing Ltd, 2009) Chuang, Johnson; Weiskopf, Daniel; Moeller, Torsten
    We present a design technique for colors with the purpose of lowering the energy consumption of the display device. Our approach is based on a screen space variant energy model. The result of our design is a set of distinguishable iso-lightness colors guided by perceptual principles. We present two variations of our approach. One is based on a set of discrete user-named (categorical) colors, which are analyzed according to their energy consumption. The second is based on the constrained continuous optimization of color energy in the perceptually uniform CIELAB color space. We quantitatively compare our two approaches with a traditional choice of colors, demonstrating that we typically save approximately 40 percent of the energy. The color sets are applied to examples from the 2D visualization of nominal data and volume rendering of 3D scalar fields.
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    Example-based Interpolation and Synthesis of Bidirectional Texture Functions
    (The Eurographics Association and Blackwell Publishing Ltd., 2013) Ruiters, Roland; Schwartz, Christopher; Klein, Reinhard; I. Navazo, P. Poulin
    Bidirectional Texture Functions (BTF) have proven to be a well-suited representation for the reproduction of measured real-world surface appearance and provide a high degree of realism. We present an approach for designing novel materials by interpolating between several measured BTFs. For this purpose, we transfer concepts from existing texture interpolation methods to the much more complex case of material interpolation. We employ a separation of the BTF into a heightmap and a parallax compensated BTF to cope with problems induced by parallax, masking and shadowing within the material. By working only on the factorized representation of the parallax compensated BTF and the heightmap, it is possible to efficiently perform the material interpolation. By this novel method to mix existing BTFs, we are able to design plausible and realistic intermediate materials for a large range of different opaque material classes. Furthermore, it allows for the synthesis of tileable and seamless BTFs and finally even the generation of gradually changing materials following user specified material distribution maps.