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Item Mesh Smoothing for Teaching GLSL Programming(The Eurographics Association, 2022) Ilinkin, Ivaylo; Bourdin, Jean-Jacques; Paquette, EricThis paper shares ideas for effective assignment that can be used to introduce a number of advanced GLSL concepts including shader storage buffer objects, transform feedback, and compute shaders. The assignment is based on published research on mesh smoothing which serves as a motivating factor and offers a sense of accomplishment.Item Procedural Bridges-and-pillars Support Generation(The Eurographics Association, 2022) Freire, Marco; Hornus, Samuel; Perchy, Salim; Lefebvre, Sylvain; Pelechano, Nuria; Vanderhaeghe, DavidAdditive manufacturing requires support structures to fabricate parts with overhangs. In this paper, we revisit a known support structure based on bridges-and-pillars (see Figure 1). The support structures are made of vertical pillars supporting horizontal bridges. Their scaffolding structure makes them stable and reliable to print. However, the algorithm heuristic search does not scale well and is prone to produce contacts with the parts, leaving scars after removal. We propose a novel algorithm for this type of supports, focusing on avoiding unnecessary contacts with the part as much as possible. Our approach builds upon example-based model synthesis to enable early detection of collision-free passages as well as non-reachable regions.Item A Survey of Non-Rigid 3D Registration(The Eurographics Association and John Wiley & Sons Ltd., 2022) Deng, Bailin; Yao, Yuxin; Dyke, Roberto M.; Zhang, Juyong; Meneveaux, Daniel; Patanè, GiuseppeNon-rigid registration computes an alignment between a source surface with a target surface in a non-rigid manner. In the past decade, with the advances in 3D sensing technologies that can measure time-varying surfaces, non-rigid registration has been applied for the acquisition of deformable shapes and has a wide range of applications. This survey presents a comprehensive review of non-rigid registration methods for 3D shapes, focusing on techniques related to dynamic shape acquisition and reconstruction. In particular, we review different approaches for representing the deformation field, and the methods for computing the desired deformation. Both optimization-based and learning-based methods are covered. We also review benchmarks and datasets for evaluating non-rigid registration methods, and discuss potential future research directions.Item Hermite Interpolation of Heightmaps(The Eurographics Association, 2022) Bán, Róbert; Valasek, Gábor; Sauvage, Basile; Hasic-Telalovic, JasminkaHeightmaps are ubiquitous in real-time computer graphics. They are used to describe geometric detail over an underlying coarser surface. Various techniques, such as parallax occlusion mapping and relief mapping, use heightmap textures to impose mesostructural details over macrostructural elements without increasing the actual complexity of the rendered geometries. We aim to improve the quality of the fine resolution surface by incorporating the gradient of the original function into the sampling procedure. The traditional representation consists of simple height values stored on a regular grid. During rendering, bilinear filtering is applied. We propose to store the partial derivatives with the height values and use Hermite interpolation between the samples. This guarantees a globally C1 continuous heightfield instead of the C0 -continuity of bilinear filtering. Moreover, incorporating higher order information via partial derivatives allows us to use lower resolution heightmaps while retaining the appearance of a higher resolution map. In parallax mapping, surface normals are often stored alongside the height values, as such, our method does not require additional storage, since normals and partial derivatives can be calculated from one another. The exact normals of the reconstructed cubic Hermite surface can also be calculated, resulting in a storage efficient replacement for normal mapping with richer visual appearance.Item Quick Cone Map Generation on the GPU(The Eurographics Association, 2022) Valasek, Gábor; Bán, Róbert; Pelechano, Nuria; Vanderhaeghe, DavidWe propose an efficient conservative cone map generation algorithm that has T(N^2 logN) complexity for textures of dimension N ×N in contrast to the T(N^4) complexity of brute-force approaches. This is achieved by using a maximum mip texture of a heightmap to process all texels during the search for cone apertures, resulting in real-time generation times. Furthermore, we show that discarding already visited regions of neighboring mip texels widens the obtained cones considerably while still being conservative. Finally, we present a method to increase cone aperture tangents further at the expense of conservativeness. We compare our methods to brute-force and relaxed cone maps in generation and rendering performance.