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Now showing 1 - 5 of 5
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    Facet Extraction and Classification for the Reassembly of Fractured 3D Objects
    (The Eurographics Association, 2014) Andreadis, Anthousis; Mavridis, Pavlos; Papaioannou, Georgios; Mathias Paulin and Carsten Dachsbacher
    The reassembly of fractured 3D objects is a critical problem in computational archaeology, and other application domains. An essential part of this problem is to distinguish the regions of the object that belong to the original surface from the fractured ones. A general strategy to solve this region classification problem is to first divide the surface of the object into distinct facets and then classify each one of them based on statistical properties. While many relevant algorithms have been previously proposed ( [PKT01], [HFG*06], [WW08]), a comparative evaluation of some well-known segmentation strategies, when used in the context of such a problem, is absent from the bibliography. In this poster we present our ongoing work on the evaluation of the performance and quality of segmentation algorithms when operating on fractured objects. We also present a novel method for the classification of the segmented regions to intact and fractured, based on their statistical properties.
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    A User Study: Is the Advection Step in Shallow Water Equations Really Necessary?
    (The Eurographics Association, 2014) Kellomäki, Timo; Saari, Timo; Eric Galin and Michael Wand
    Heightfield methods, such as the pipe method and shallow water equations (SWE), have often been used to simulate large areas of water. Of these, the SWE are often preferred due to being more realistic, but they are also more complex and demand more computational resources than the pipe method. These two methods were presented to over 40 subjects in both a gaming and a video context to see whether they report noticing the advantages of SWE compared to the pipe method. No significant differences were observed in any of the categories measured (hedonic valence, flow, spatial presence, realism). Therefore, at least considering using the pipe method instead of the SWE is recommended. Also, varying the time step between 5 and 20 ms did not affect the user experience.
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    Reconstructing Complex Indoor Environments with Arbitrary Wall Orientations
    (The Eurographics Association, 2014) Mura, Claudio; Villanueva, Alberto Jaspe; Mattausch, Oliver; Gobbetti, Enrico; Pajarola, Renato; Mathias Paulin and Carsten Dachsbacher
    Reconstructing the architectural shape of interiors is a problem that is gaining increasing attention in the field of computer graphics. Some solutions have been proposed in recent years, but cluttered environments with multiple rooms and non-vertical walls still represent a challenge for state-of-the-art methods. We propose an occlusionsaware pipeline that extends current solutions to work with complex environments with arbitrary wall orientations.
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    Unsupervised Three-dimensional Reconstruction of Small Rocks from a Single Two-dimensional Image
    (The Eurographics Association, 2014) Gilardi, Marco; Watten, Phil L.; Newbury, Paul; Eric Galin and Michael Wand
    Surfaces covered with pebbles and small rocks can often be found in nature or in human-shaped environments. Generating an accurate three-dimensional model of these kind of surfaces from a reference image can be challenging, especially if one wants to be able to animate each pebble individually. To undertake this kind of task manually is time consuming and impossible to achieve in dynamic terrains animations. The method described in this paper allows unsupervised automatic generation of three-dimensional textured rocks from a two-dimensional image aiming to closely match the original image as much as possible.
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    Physically-based Simulation of Cuts in Deformable Bodies: A Survey
    (The Eurographics Association, 2014) Wu, Jun; Westermann, Rüdiger; Dick, Christian; Sylvain Lefebvre and Michela Spagnuolo
    Virtual cutting of deformable bodies has been an important and active research topic in physically-based simulation for more than a decade. A particular challenge in virtual cutting is the robust and efficient incorporation of cuts into an accurate computational model that is used for the simulation of the deformable body. This report presents a coherent summary of the state-of-the-art in virtual cutting of deformable bodies, focusing on the distinct geometrical and topological representations of the deformable body, as well as the specific numerical discretizations of the governing equations of motion. In particular, we discuss virtual cutting based on tetrahedral, hexahedral, and polyhedral meshes, in combination with standard, polyhedral, composite, and extended finite element discretizations. A separate section is devoted to meshfree methods. The report is complemented with an application study to assess the performance of virtual cutting simulators.