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Item Agile Curriculum Design for the Creative Industries(The Eurographics Association, 2016) Palmer, Ian J.; Ralley, J.; Davenport, D.; Beatriz Sousa Santos and Jean-Michel DischlerThe creative industries thrive on novelty and technology, demanding professionals who can innovate, deliver to demanding briefs and constantly reinvent processes to match new problems. Traditional educational approaches can deliver some of these to a high level, but the demand for graduates who can thrive in these conditions is increasing. Escape Studios has reputation for rapidly upskilling graduates and making them ‘studio ready’ and is now moving to offer degree programmes including team working skills and commercial awareness impossible to include in its existing short intensive courses. This paper outlines the design process involved in creating these new programmes and provides case studies of some experiments in studio-based learning using industry briefs, peer and self-assessment and iterative working.Item Black Box Geometric Computing with Python: From Theory to Practice(The Eurographics Association, 2020) Koch, Sebastian; Schneider, Teseo; Li, Chengchen; Panozzo, Daniele; Fjeld, Morten and Frisvad, Jeppe RevallThe first part of the course is theoretical, and introduces the finite element method trough interactive Jupyter notebooks. It also covers recent advancements toward an integrated pipeline, considering meshing and element design as a single challenge, leading to a black box pipeline that can solve simulations on ten thousand in the wild meshes, without any parameter tuning. In the second part we will move to practice, introducing a set of easy-to-use Python packages for applications in geometric computing. The presentation will have the form of live coding in a Jupyter notebook. We have designed the presented libraries to have a shallow learning curve, while also enabling programmers to easily accomplish a wide variety of complex tasks. Furthermore, these libraries utilize NumPy arrays as a common interface, making them highly composable with each-other as well as existing scientific computing packages. Finally, our libraries are blazing fast, doing most of the heavy computations in C++ with a minimal constant-overhead interface to Python. In the course, we will present a set of real-world examples from geometry processing, physical simulation, and geometric deep learning. Each example is prototypical of a common task in research or industry and is implemented in a few lines of code. By the end of the course, attendees will have exposure to a swiss-army-knife of simple, composable, and high-performance tools for geometric computing.Item Growing Circles: A Region Growing Algorithm for Unstructured Grids and Non-aligned Boundaries(The Eurographics Association, 2018) Dabbaghchian, Saeed; Jain, Eakta and Kosinka, JirÃDetecting the boundaries of an enclosed region is a problem which arises in some applications such as the human upper airway modeling. Using of standard algorithms fails because of the inevitable errors, i.e. gaps and overlaps between the surrounding boundaries. Growing circles is an automatic approach to address this problem. A circle is centered inside the region and starts to grow by increasing its radius. Its growth is limited either by the surrounding boundaries or by reaching its maximum radius. To deal with complex shapes, many circles are used in which each circle partially reconstructs the region, and the whole region is determined by the union of these partial regions. The center of the circles and their maximum radius are calculated adaptively. It is similar to the region growing algorithm which is widely used in image processing applications. However, it works for unstructured grids as well as Cartesian ones. As an application of the method, it is applied to detect the boundaries of the upper airway cross-sections.Item Interactive Flat Coloring of Minimalist Neat Sketches(The Eurographics Association, 2020) Parakkat, Amal Dev; Madipally, Prudhviraj; Gowtham, Hari Hara; Cani, Marie-Paule; Wilkie, Alexander and Banterle, FrancescoWe introduce a simple Delaunay-triangulation based algorithm for the interactive coloring of neat line-art minimalist sketches, ie. vector sketches that may include open contours. The main objective is to minimize user intervention and make interaction as natural as with the flood-fill algorithm while extending coloring to regions with open contours. In particular, we want to save the user from worrying about parameters such as stroke weight and size. Our solution works in two steps, 1) a segmentation step in which the input sketch is automatically divided into regions based on the underlying Delaunay structure and 2) the interactive grouping of neighboring regions based on user input. More precisely, a region adjacency graph is computed from the segmentation result, and is interactively partitioned based on user input to generate the final colored sketch. Results show that our method is as natural as a bucket fill tool and powerful enough to color minimalist sketches.Item Organic Narrative Charts(The Eurographics Association, 2020) Bolte, Fabian; Bruckner, Stefan; Wilkie, Alexander and Banterle, FrancescoStoryline visualizations display the interactions of groups and entities and their development over time. Existing approaches have successfully adopted the general layout from hand-drawn illustrations to automatically create similar depictions. Ward Shelley is the author of several diagrammatic paintings that show the timeline of art-related subjects, such as Downtown Body, a history of art scenes. His drawings include many stylistic elements that are not covered by existing storyline visualizations, like links between entities, splits and merges of streams, and tags or labels to describe the individual elements. We present a visualization method that provides a visual mapping for the complex relationships in the data, creates a layout for their display, and adopts a similar styling of elements to imitate the artistic appeal of such illustrations.We compare our results to the original drawings and provide an open-source authoring tool prototype.Item Deep-Eyes: Fully Automatic Anime Character Colorization with Painting of Details on Empty Pupils(The Eurographics Association, 2020) Akita, Kenta; Morimoto, Yuki; Tsuruno, Reiji; Wilkie, Alexander and Banterle, FrancescoMany studies have recently applied deep learning to the automatic colorization of line drawings. However, it is difficult to paint empty pupils using existing methods because the networks are trained with pupils that have edges, which are generated from color images using image processing. Most actual line drawings have empty pupils that artists must paint in. In this paper, we propose a novel network model that transfers the pupil details in a reference color image to input line drawings with empty pupils. We also propose a method for accurately and automatically coloring eyes. In this method, eye patches are extracted from a reference color image and automatically added to an input line drawing as color hints using our eye position estimation network.Item EduClust - A Visualization Application for Teaching Clustering Algorithms(The Eurographics Association, 2019) Fuchs, Johannes; Isenberg, Petra; Bezerianos, Anastasia; Miller, Matthias; Keim, Daniel; Tarini, Marco and Galin, EricWe present EduClust, a visualization application for teaching clustering algorithms. EduClust is an online application that combines visualizations, interactions, and animations to facilitate the understanding and teaching of clustering steps, parameters, and procedures. Traditional classroom settings aim for cognitive processes like remembering and understanding. We designed EduClust for expanded educational objectives like applying and evaluating. Educators can use the tool in class to show the effect of different clustering parameters on various datasets while animating through each algorithm's steps, but also use the tool to prepare traditional teaching material quickly by exporting animations and images. Students, on the other hand, benefit from the ability to compare and contrast the influence of clustering parameters on different datasets, while seeing technical details such as pseudocode and step-by-step explanations.Item The Effects of Adaptive Synchronization on Performance and Experience in Gameplay(The Eurographics Association, 2019) Watson, Benjamin; Gavane, Ajinkya; Shrivastava, Rachit; Fusiello, Andrea and Bimber, OliverAs graphics (GPU) hardware has improved, fixed refresh rate displays became a significant throttle on graphics performance. GPU and display manufacturers therefore introduced adaptive synchronization (Async), which allows displays to adaptively synchronize to GPUs, avoiding rendering stalls and improving frame rate mean and variation. This research is a first experimental examination of the effects of Async on the experience of dedicated (but not professional) gamers. Participants played a first-person shooter (FPS) game, both with Async on and with Async off. After each game session, we assessed participant emotional state and gaming performance. We learned that at least for this popular FPS, Async can improve gaming performance, and may also benefit experience. We also found that Async has intriguing relationships to game familiarity and years of gameplay that merit additional investigation. Further research should examine these relationships, as well as Async's effects in systems with higher frame rates.Item Time-Reversed Art Directable Smoke Simulation(The Eurographics Association, 2018) Oborn, Jeremy; Flynn, Sean; Egbert, Parris; Holladay, Seth; Diamanti, Olga and Vaxman, AmirPhysics-based fluid simulation often produces unpredictable behavior that is difficult for artists to control. We present a new method for art directing smoke animation using time-reversed simulation. Given a final fluid configuration, our method steps backward in time generating a sequence that, when played forward, is visually similar to traditional forward simulations. This allows artists to create simulations with fast turnaround times that match an exact art-directed shape at any timestep of the simulation. We address a number of challenges associated with time-reversal including the problem of decreasing entropy.Item Iterative Carving for Self-supporting 3D Printed Cavities(The Eurographics Association, 2018) Hornus, Samuel; Lefebvre, Sylvain; Diamanti, Olga and Vaxman, AmirAdditive manufacturing technologies fabricate objects layer by layer, adding material on top of already solidified layers. A key challenge is to ensure that there is always material below, for otherwise added material simply falls under the effect of gravity. This is a critical issue with most technologies, and with fused filament in particular. In this work we investigate how to compute as large as possible empty cavities which boundaries are self-supporting. Our technique is based on an iterated carving algorithm, that is fast to compute and produces nested sets of inner walls. The walls have exactly the minimal printable thickness of the manufacturing process everywhere. Remarkably, our technique is out-of-core, sweeping through the model from the top down. Using our approach, we can print large objects using as little as a single filament thickness for the boundary, providing one order of magnitude reduction in print time and material use while guaranteeing printability.