39-Issue 1

Permanent URI for this collection

Report

Paradigm

Editorial

2019_editorial_v2

Hauser, Helwig
Benes, Bedrich
Issue Information

Issue Information

Articles

Example‐Based Colourization Via Dense Encoding Pyramids

Xiao, Chufeng
Han, Chu
Zhang, Zhuming
Qin, Jing
Wong, Tien‐Tsin
Han, Guoqiang
He, Shengfeng
Articles

Mesh Parametrization Driven by Unit Normal Flow

Zhao, Hui
Su, Kehua
Li, Chenchen
Zhang, Boyu
Yang, Lei
Lei, Na
Wang, Xiaoling
Gortler, Steven J.
Gu, Xianfeng
Articles

Fourier Analysis of Correlated Monte Carlo Importance Sampling

Singh, Gurprit
Subr, Kartic
Coeurjolly, David
Ostromoukhov, Victor
Jarosz, Wojciech
Articles

Graph‐Based Transfer Function for Volume Rendering

Sharma, O.
Arora, T.
Khattar, A.
Articles

Interactive Iconized Grammar‐Based Pailou Modelling

Cai, Zhong‐Qi
Luo, Ying‐Sheng
Lai, Yu‐Chi
Chan, Chih‐Shiang
Tai, Wen‐Kai
Articles

Effective Annotations Over 3D Models

Ponchio, F.
Callieri, M.
Dellepiane, M.
Scopigno, R.
Articles

Visual Analysis of Missing Values in Longitudinal Cohort Study Data

Alemzadeh, S.
Niemann, U.
Ittermann, T.
Völzke, H.
Schneider, D.
Spiliopoulou, M.
Bühler, K.
Preim, B.
Articles

Ribbed Support Vaults for 3D Printing of Hollowed Objects

Tricard, Thibault
Claux, Frédéric
Lefebvre, Sylvain
Articles

Muscle and Fascia Simulation with Extended Position Based Dynamics

Romeo, M.
Monteagudo, C.
Sánchez‐Quirós, D.
Articles

FARM: Functional Automatic Registration Method for 3D Human Bodies

Marin, R.
Melzi, S.
Rodolà, E.
Castellani, U.
Articles

Hinted Star Coordinates for Mixed Data

Matute, J.
Linsen, L.
Articles

Physically Based Real‐Time Rendering of Teeth and Partial Restorations

Reischl, M.
Derzapf, E.
Guthe, M.
Articles

PointCleanNet: Learning to Denoise and Remove Outliers from Dense Point Clouds

Rakotosaona, Marie‐Julie
La Barbera, Vittorio
Guerrero, Paul
Mitra, Niloy J.
Ovsjanikov, Maks
Articles

Normal‐Based Bas‐Relief Modelling via Near‐Lighting Photometric Stereo

Wei, M.
Song, Z.
Nie, Y.
Wu, J.
Ji, Z.
Guo, Y.
Xie, H.
Wang, J.
Wang, F. L.
Articles

RayCaching: Amortized Isosurface Rendering for Virtual Reality

Nysjö, F.
Malmberg, F.
Nyström, I.
Articles

Image‐Based Tree Variations

Argudo, Oscar
Andújar, Carlos
Chica, Antoni
Articles

Memento: Localized Time‐Warping for Spatio‐Temporal Selection

Solteszova, V.
Smit, N. N.
Stoppel, S.
Grüner, R.
Bruckner, S.
Articles

SiamesePointNet: A Siamese Point Network Architecture for Learning 3D Shape Descriptor

Zhou, J.
Wang, M. J.
Mao, W. D.
Gong, M. L.
Liu, X. P.
Articles

Efficient Homology‐Preserving Simplification of High‐Dimensional Simplicial Shapes

Fellegara, Riccardo
Iuricich, Federico
De Floriani, Leila
Fugacci, Ulderico
Articles

A Survey on Visual Traffic Simulation: Models, Evaluations, and Applications in Autonomous Driving

Chao, Qianwen
Bi, Huikun
Li, Weizi
Mao, Tianlu
Wang, Zhaoqi
Lin, Ming C.
Deng, Zhigang
Articles

Automatic Design of Cable‐Tensioned Glass Shells

Laccone, Francesco
Malomo, Luigi
Froli, Maurizio
Cignoni, Paolo
Pietroni, Nico
Articles

Detection and Synthesis of Full‐Body Environment Interactions for Virtual Humans

Juarez‐Perez, A.
Kallmann, M.
Articles

Accelerating Distributed Graphical Fluid Simulations with Micro‐partitioning

Qu, Hang
Mashayekhi, Omid
Shah, Chinmayee
Levis, Philip
Articles

Progressive Refinement Imaging

Kluge, M.
Weyrich, T.
Kolb, A.
Articles

ZomeFab: Cost‐Effective Hybrid Fabrication with Zometools

Shen, I‐Chao
Chen, Ming‐Shiuan
Huang, Chun‐Kai
Chen, Bing‐Yu
Articles

Visualizing the Stability of 2D Point Sets from Dimensionality Reduction Techniques

Reinbold, Christian
Kumpf, Alexander
Westermann, Rüdiger
Articles

Microstructure Control in 3D Printing with Digital Light Processing

Luongo, A.
Falster, V.
Doest, M. B.
Ribo, M. M.
Eiriksson, E. R.
Pedersen, D. B.
Frisvad, J. R.
Articles

Gaussian Product Sampling for Rendering Layered Materials

Xia, Mengqi (Mandy)
Walter, Bruce
Hery, Christophe
Marschner, Steve
Articles

Broadmark: A Testing Framework for Broad‐Phase Collision Detection Algorithms

Serpa, Ygor Rebouças
Rodrigues, Maria Andréia Formico
Articles

Revectorization‐Based Soft Shadow Mapping

Macedo, M. C. F.
Apolinário, A. L.
Agüero, K. A.
Articles

Visualizing Dynamics of Urban Regions Through a Geo‐Semantic Graph‐Based Method

Wang, Yunzhe
Baciu, George
Li, Chenhui
Articles

Reducing Affective Responses to Surgical Images and Videos Through Stylization

Besançon, Lonni
Semmo, Amir
Biau, David
Frachet, Bruno
Pineau, Virginie
Sariali, El Hadi
Soubeyrand, Marc
Taouachi, Rabah
Isenberg, Tobias
Dragicevic, Pierre
Articles

Parameterization, Feature Extraction and Binary Encoding for the Visualization of Tree‐Like Structures

Lichtenberg, N.
Lawonn, K.
Articles

Context‐Aware Mixed Reality: A Learning‐Based Framework for Semantic‐Level Interaction

Chen, L.
Tang, W.
John, N. W.
Wan, T. R.
Zhang, J. J.
Articles

The Matchstick Model for Anisotropic Friction Cones

Erleben, K.
Macklin, M.
Andrews, S.
Kry, P. G.
Articles

On Demand Solid Texture Synthesis Using Deep 3D Networks

Gutierrez, J.
Rabin, J.
Galerne, B.
Hurtut, T.
Articles

Compressed Neighbour Lists for SPH

Band, Stefan
Gissler, Christoph
Teschner, Matthias
Articles

Synthesizing Character Animation with Smoothly Decomposed Motion Layers

Eom, Haegwang
Choi, Byungkuk
Cho, Kyungmin
Jung, Sunjin
Hong, Seokpyo
Noh, Junyong
Articles

A Survey of Visual Analytics for Public Health

Preim, Bernhard
Lawonn, Kai
Articles

Making Parameter Dependencies of Time‐Series Segmentation Visually Understandable

Eichner, Christian
Schumann, Heidrun
Tominski, Christian
Articles

RAS: A Data‐Driven Rigidity‐Aware Skinning Model For 3D Facial Animation

Liu, S‐L.
Liu, Y.
Dong, L‐F.
Tong, X.
Articles

A Cross‐Dimension Annotations Method for 3D Structural Facial Landmark Extraction

Gong, Xun
Chen, Ping
Zhang, Zhemin
Chen, Ke
Xiang, Yue
Li, Xin
Articles

Multi‐Segment Foot for Human Modelling and Simulation

Park, Hwangpil
Yu, Ri
Lee, Jehee
Articles

Simulating the Evolution of Ancient Fortified Cities

Mas, Albert
Martin, Ignacio
Patow, Gustavo


BibTeX (39-Issue 1)
                
@article{
10.1111:cgf.13898,
journal = {Computer Graphics Forum}, title = {{
Paradigm}},
author = {}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13898}
}
                
@article{
10.1111:cgf.13901,
journal = {Computer Graphics Forum}, title = {{
2019_editorial_v2}},
author = {
Hauser, Helwig
 and
Benes, Bedrich
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13901}
}
                
@article{
10.1111:cgf.13735,
journal = {Computer Graphics Forum}, title = {{
Issue Information}},
author = {}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13735}
}
                
@article{
10.1111:cgf.13659,
journal = {Computer Graphics Forum}, title = {{
Example‐Based Colourization Via Dense Encoding Pyramids}},
author = {
Xiao, Chufeng
 and
Han, Chu
 and
Zhang, Zhuming
 and
Qin, Jing
 and
Wong, Tien‐Tsin
 and
Han, Guoqiang
 and
He, Shengfeng
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13659}
}
                
@article{
10.1111:cgf.13660,
journal = {Computer Graphics Forum}, title = {{
Mesh Parametrization Driven by Unit Normal Flow}},
author = {
Zhao, Hui
 and
Su, Kehua
 and
Li, Chenchen
 and
Zhang, Boyu
 and
Yang, Lei
 and
Lei, Na
 and
Wang, Xiaoling
 and
Gortler, Steven J.
 and
Gu, Xianfeng
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13660}
}
                
@article{
10.1111:cgf.13613,
journal = {Computer Graphics Forum}, title = {{
Fourier Analysis of Correlated Monte Carlo Importance Sampling}},
author = {
Singh, Gurprit
 and
Subr, Kartic
 and
Coeurjolly, David
 and
Ostromoukhov, Victor
 and
Jarosz, Wojciech
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13613}
}
                
@article{
10.1111:cgf.13663,
journal = {Computer Graphics Forum}, title = {{
Graph‐Based Transfer Function for Volume Rendering}},
author = {
Sharma, O.
 and
Arora, T.
 and
Khattar, A.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13663}
}
                
@article{
10.1111:cgf.13661,
journal = {Computer Graphics Forum}, title = {{
Interactive Iconized Grammar‐Based Pailou Modelling}},
author = {
Cai, Zhong‐Qi
 and
Luo, Ying‐Sheng
 and
Lai, Yu‐Chi
 and
Chan, Chih‐Shiang
 and
Tai, Wen‐Kai
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13661}
}
                
@article{
10.1111:cgf.13664,
journal = {Computer Graphics Forum}, title = {{
Effective Annotations Over 3D Models}},
author = {
Ponchio, F.
 and
Callieri, M.
 and
Dellepiane, M.
 and
Scopigno, R.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13664}
}
                
@article{
10.1111:cgf.13662,
journal = {Computer Graphics Forum}, title = {{
Visual Analysis of Missing Values in Longitudinal Cohort Study Data}},
author = {
Alemzadeh, S.
 and
Niemann, U.
 and
Ittermann, T.
 and
Völzke, H.
 and
Schneider, D.
 and
Spiliopoulou, M.
 and
Bühler, K.
 and
Preim, B.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13662}
}
                
@article{
10.1111:cgf.13750,
journal = {Computer Graphics Forum}, title = {{
Ribbed Support Vaults for 3D Printing of Hollowed Objects}},
author = {
Tricard, Thibault
 and
Claux, Frédéric
 and
Lefebvre, Sylvain
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13750}
}
                
@article{
10.1111:cgf.13734,
journal = {Computer Graphics Forum}, title = {{
Muscle and Fascia Simulation with Extended Position Based Dynamics}},
author = {
Romeo, M.
 and
Monteagudo, C.
 and
Sánchez‐Quirós, D.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13734}
}
                
@article{
10.1111:cgf.13751,
journal = {Computer Graphics Forum}, title = {{
FARM: Functional Automatic Registration Method for 3D Human Bodies}},
author = {
Marin, R.
 and
Melzi, S.
 and
Rodolà, E.
 and
Castellani, U.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13751}
}
                
@article{
10.1111:cgf.13666,
journal = {Computer Graphics Forum}, title = {{
Hinted Star Coordinates for Mixed Data}},
author = {
Matute, J.
 and
Linsen, L.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13666}
}
                
@article{
10.1111:cgf.13665,
journal = {Computer Graphics Forum}, title = {{
Physically Based Real‐Time Rendering of Teeth and Partial Restorations}},
author = {
Reischl, M.
 and
Derzapf, E.
 and
Guthe, M.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13665}
}
                
@article{
10.1111:cgf.13753,
journal = {Computer Graphics Forum}, title = {{
PointCleanNet: Learning to Denoise and Remove Outliers from Dense Point Clouds}},
author = {
Rakotosaona, Marie‐Julie
 and
La Barbera, Vittorio
 and
Guerrero, Paul
 and
Mitra, Niloy J.
 and
Ovsjanikov, Maks
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13753}
}
                
@article{
10.1111:cgf.13754,
journal = {Computer Graphics Forum}, title = {{
Normal‐Based Bas‐Relief Modelling via Near‐Lighting Photometric Stereo}},
author = {
Wei, M.
 and
Song, Z.
 and
Nie, Y.
 and
Wu, J.
 and
Ji, Z.
 and
Guo, Y.
 and
Xie, H.
 and
Wang, J.
 and
Wang, F. L.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13754}
}
                
@article{
10.1111:cgf.13762,
journal = {Computer Graphics Forum}, title = {{
RayCaching: Amortized Isosurface Rendering for Virtual Reality}},
author = {
Nysjö, F.
 and
Malmberg, F.
 and
Nyström, I.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13762}
}
                
@article{
10.1111:cgf.13752,
journal = {Computer Graphics Forum}, title = {{
Image‐Based Tree Variations}},
author = {
Argudo, Oscar
 and
Andújar, Carlos
 and
Chica, Antoni
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13752}
}
                
@article{
10.1111:cgf.13763,
journal = {Computer Graphics Forum}, title = {{
Memento: Localized Time‐Warping for Spatio‐Temporal Selection}},
author = {
Solteszova, V.
 and
Smit, N. N.
 and
Stoppel, S.
 and
Grüner, R.
 and
Bruckner, S.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13763}
}
                
@article{
10.1111:cgf.13804,
journal = {Computer Graphics Forum}, title = {{
SiamesePointNet: A Siamese Point Network Architecture for Learning 3D Shape Descriptor}},
author = {
Zhou, J.
 and
Wang, M. J.
 and
Mao, W. D.
 and
Gong, M. L.
 and
Liu, X. P.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13804}
}
                
@article{
10.1111:cgf.13764,
journal = {Computer Graphics Forum}, title = {{
Efficient Homology‐Preserving Simplification of High‐Dimensional Simplicial Shapes}},
author = {
Fellegara, Riccardo
 and
Iuricich, Federico
 and
De Floriani, Leila
 and
Fugacci, Ulderico
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13764}
}
                
@article{
10.1111:cgf.13803,
journal = {Computer Graphics Forum}, title = {{
A Survey on Visual Traffic Simulation: Models, Evaluations, and Applications in Autonomous Driving}},
author = {
Chao, Qianwen
 and
Bi, Huikun
 and
Li, Weizi
 and
Mao, Tianlu
 and
Wang, Zhaoqi
 and
Lin, Ming C.
 and
Deng, Zhigang
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13803}
}
                
@article{
10.1111:cgf.13801,
journal = {Computer Graphics Forum}, title = {{
Automatic Design of Cable‐Tensioned Glass Shells}},
author = {
Laccone, Francesco
 and
Malomo, Luigi
 and
Froli, Maurizio
 and
Cignoni, Paolo
 and
Pietroni, Nico
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13801}
}
                
@article{
10.1111:cgf.13802,
journal = {Computer Graphics Forum}, title = {{
Detection and Synthesis of Full‐Body Environment Interactions for Virtual Humans}},
author = {
Juarez‐Perez, A.
 and
Kallmann, M.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13802}
}
                
@article{
10.1111:cgf.13809,
journal = {Computer Graphics Forum}, title = {{
Accelerating Distributed Graphical Fluid Simulations with Micro‐partitioning}},
author = {
Qu, Hang
 and
Mashayekhi, Omid
 and
Shah, Chinmayee
 and
Levis, Philip
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13809}
}
                
@article{
10.1111:cgf.13808,
journal = {Computer Graphics Forum}, title = {{
Progressive Refinement Imaging}},
author = {
Kluge, M.
 and
Weyrich, T.
 and
Kolb, A.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13808}
}
                
@article{
10.1111:cgf.13805,
journal = {Computer Graphics Forum}, title = {{
ZomeFab: Cost‐Effective Hybrid Fabrication with Zometools}},
author = {
Shen, I‐Chao
 and
Chen, Ming‐Shiuan
 and
Huang, Chun‐Kai
 and
Chen, Bing‐Yu
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13805}
}
                
@article{
10.1111:cgf.13806,
journal = {Computer Graphics Forum}, title = {{
Visualizing the Stability of 2D Point Sets from Dimensionality Reduction Techniques}},
author = {
Reinbold, Christian
 and
Kumpf, Alexander
 and
Westermann, Rüdiger
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13806}
}
                
@article{
10.1111:cgf.13807,
journal = {Computer Graphics Forum}, title = {{
Microstructure Control in 3D Printing with Digital Light Processing}},
author = {
Luongo, A.
 and
Falster, V.
 and
Doest, M. B.
 and
Ribo, M. M.
 and
Eiriksson, E. R.
 and
Pedersen, D. B.
 and
Frisvad, J. R.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13807}
}
                
@article{
10.1111:cgf.13883,
journal = {Computer Graphics Forum}, title = {{
Gaussian Product Sampling for Rendering Layered Materials}},
author = {
Xia, Mengqi (Mandy)
 and
Walter, Bruce
 and
Hery, Christophe
 and
Marschner, Steve
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13883}
}
                
@article{
10.1111:cgf.13884,
journal = {Computer Graphics Forum}, title = {{
Broadmark: A Testing Framework for Broad‐Phase Collision Detection Algorithms}},
author = {
Serpa, Ygor Rebouças
 and
Rodrigues, Maria Andréia Formico
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13884}
}
                
@article{
10.1111:cgf.13810,
journal = {Computer Graphics Forum}, title = {{
Revectorization‐Based Soft Shadow Mapping}},
author = {
Macedo, M. C. F.
 and
Apolinário, A. L.
 and
Agüero, K. A.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13810}
}
                
@article{
10.1111:cgf.13882,
journal = {Computer Graphics Forum}, title = {{
Visualizing Dynamics of Urban Regions Through a Geo‐Semantic Graph‐Based Method}},
author = {
Wang, Yunzhe
 and
Baciu, George
 and
Li, Chenhui
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13882}
}
                
@article{
10.1111:cgf.13886,
journal = {Computer Graphics Forum}, title = {{
Reducing Affective Responses to Surgical Images and Videos Through Stylization}},
author = {
Besançon, Lonni
 and
Semmo, Amir
 and
Biau, David
 and
Frachet, Bruno
 and
Pineau, Virginie
 and
Sariali, El Hadi
 and
Soubeyrand, Marc
 and
Taouachi, Rabah
 and
Isenberg, Tobias
 and
Dragicevic, Pierre
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13886}
}
                
@article{
10.1111:cgf.13888,
journal = {Computer Graphics Forum}, title = {{
Parameterization, Feature Extraction and Binary Encoding for the Visualization of Tree‐Like Structures}},
author = {
Lichtenberg, N.
 and
Lawonn, K.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13888}
}
                
@article{
10.1111:cgf.13887,
journal = {Computer Graphics Forum}, title = {{
Context‐Aware Mixed Reality: A Learning‐Based Framework for Semantic‐Level Interaction}},
author = {
Chen, L.
 and
Tang, W.
 and
John, N. W.
 and
Wan, T. R.
 and
Zhang, J. J.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13887}
}
                
@article{
10.1111:cgf.13885,
journal = {Computer Graphics Forum}, title = {{
The Matchstick Model for Anisotropic Friction Cones}},
author = {
Erleben, K.
 and
Macklin, M.
 and
Andrews, S.
 and
Kry, P. G.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13885}
}
                
@article{
10.1111:cgf.13889,
journal = {Computer Graphics Forum}, title = {{
On Demand Solid Texture Synthesis Using Deep 3D Networks}},
author = {
Gutierrez, J.
 and
Rabin, J.
 and
Galerne, B.
 and
Hurtut, T.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13889}
}
                
@article{
10.1111:cgf.13890,
journal = {Computer Graphics Forum}, title = {{
Compressed Neighbour Lists for SPH}},
author = {
Band, Stefan
 and
Gissler, Christoph
 and
Teschner, Matthias
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13890}
}
                
@article{
10.1111:cgf.13893,
journal = {Computer Graphics Forum}, title = {{
Synthesizing Character Animation with Smoothly Decomposed Motion Layers}},
author = {
Eom, Haegwang
 and
Choi, Byungkuk
 and
Cho, Kyungmin
 and
Jung, Sunjin
 and
Hong, Seokpyo
 and
Noh, Junyong
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13893}
}
                
@article{
10.1111:cgf.13891,
journal = {Computer Graphics Forum}, title = {{
A Survey of Visual Analytics for Public Health}},
author = {
Preim, Bernhard
 and
Lawonn, Kai
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13891}
}
                
@article{
10.1111:cgf.13894,
journal = {Computer Graphics Forum}, title = {{
Making Parameter Dependencies of Time‐Series Segmentation Visually Understandable}},
author = {
Eichner, Christian
 and
Schumann, Heidrun
 and
Tominski, Christian
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13894}
}
                
@article{
10.1111:cgf.13892,
journal = {Computer Graphics Forum}, title = {{
RAS: A Data‐Driven Rigidity‐Aware Skinning Model For 3D Facial Animation}},
author = {
Liu, S‐L.
 and
Liu, Y.
 and
Dong, L‐F.
 and
Tong, X.
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13892}
}
                
@article{
10.1111:cgf.13895,
journal = {Computer Graphics Forum}, title = {{
A Cross‐Dimension Annotations Method for 3D Structural Facial Landmark Extraction}},
author = {
Gong, Xun
 and
Chen, Ping
 and
Zhang, Zhemin
 and
Chen, Ke
 and
Xiang, Yue
 and
Li, Xin
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13895}
}
                
@article{
10.1111:cgf.13896,
journal = {Computer Graphics Forum}, title = {{
Multi‐Segment Foot for Human Modelling and Simulation}},
author = {
Park, Hwangpil
 and
Yu, Ri
 and
Lee, Jehee
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13896}
}
                
@article{
10.1111:cgf.13897,
journal = {Computer Graphics Forum}, title = {{
Simulating the Evolution of Ancient Fortified Cities}},
author = {
Mas, Albert
 and
Martin, Ignacio
 and
Patow, Gustavo
}, year = {
2020},
publisher = {
© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd},
ISSN = {1467-8659},
DOI = {
10.1111/cgf.13897}
}

Browse

Recent Submissions

Now showing 1 - 47 of 47
  • Item
    Paradigm
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Benes, Bedrich and Hauser, Helwig
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    2019_editorial_v2
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Hauser, Helwig; Benes, Bedrich; Benes, Bedrich and Hauser, Helwig
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    Issue Information
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Benes, Bedrich and Hauser, Helwig
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    Example‐Based Colourization Via Dense Encoding Pyramids
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Xiao, Chufeng; Han, Chu; Zhang, Zhuming; Qin, Jing; Wong, Tien‐Tsin; Han, Guoqiang; He, Shengfeng; Benes, Bedrich and Hauser, Helwig
    We propose a novel deep example‐based image colourization method called dense encoding pyramid network. In our study, we define the colourization as a multinomial classification problem. Given a greyscale image and a reference image, the proposed network leverages large‐scale data and then predicts colours by analysing the colour distribution of the reference image. We design the network as a pyramid structure in order to exploit the inherent multi‐scale, pyramidal hierarchy of colour representations. Between two adjacent levels, we propose a hierarchical decoder–encoder filter to pass the colour distributions from the lower level to higher level in order to take both semantic information and fine details into account during the colourization process. Within the network, a novel parallel residual dense block is proposed to effectively extract the local–global context of the colour representations by widening the network. Several experiments, as well as a user study, are conducted to evaluate the performance of our network against state‐of‐the‐art colourization methods. Experimental results show that our network is able to generate colourful, semantically correct and visually pleasant colour images. In addition, unlike fully automatic colourization that produces fixed colour images, the reference image of our network is flexible; both natural images and simple colour palettes can be used to guide the colourization.
  • Item
    Mesh Parametrization Driven by Unit Normal Flow
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Zhao, Hui; Su, Kehua; Li, Chenchen; Zhang, Boyu; Yang, Lei; Lei, Na; Wang, Xiaoling; Gortler, Steven J.; Gu, Xianfeng; Benes, Bedrich and Hauser, Helwig
    Based on mesh deformation, we present a unified mesh parametrization algorithm for both planar and spherical domains. Our approach can produce intermediate frames from the original meshes to the targets. We derive and define a novel geometric flow: ‘unit normal flow (UNF)’ and prove that if UNF converges, it will deform a surface to a constant mean curvature (CMC) surface, such as planes and spheres. Our method works by deforming meshes of disk topology to planes, and spherical meshes to spheres. Our algorithm is robust, efficient, simple to implement. To demonstrate the robustness and effectiveness of our method, we apply it to hundreds of models of varying complexities. Our experiments show that our algorithm can be a competing alternative approach to other state‐of‐the‐art mesh parametrization methods. The unit normal flow also suggests a potential direction for creating CMC surfaces.
  • Item
    Fourier Analysis of Correlated Monte Carlo Importance Sampling
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Singh, Gurprit; Subr, Kartic; Coeurjolly, David; Ostromoukhov, Victor; Jarosz, Wojciech; Benes, Bedrich and Hauser, Helwig
    Fourier analysis is gaining popularity in image synthesis as a tool for the analysis of error in Monte Carlo (MC) integration. Still, existing tools are only able to analyse convergence under simplifying assumptions (such as randomized shifts) which are not applied in practice during rendering. We reformulate the expressions for bias and variance of sampling‐based integrators to unify non‐uniform sample distributions [importance sampling (IS)] as well as correlations between samples while respecting finite sampling domains. Our unified formulation hints at fundamental limitations of Fourier‐based tools in performing variance analysis for MC integration. At the same time, it reveals that, when combined with correlated sampling, IS can impact convergence rate by introducing or inhibiting discontinuities in the integrand. We demonstrate that the convergence of multiple importance sampling (MIS) is determined by the strategy which converges slowest and propose several simple approaches to overcome this limitation. We show that smoothing light boundaries (as commonly done in production to reduce variance) can improve (M)IS convergence (at a cost of introducing a small amount of bias) since it removes discontinuities within the integration domain. We also propose practical integrand‐ and sample‐mirroring approaches which cancel the impact of boundary discontinuities on the convergence rate of estimators.
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    Graph‐Based Transfer Function for Volume Rendering
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Sharma, O.; Arora, T.; Khattar, A.; Benes, Bedrich and Hauser, Helwig
    A good transfer function in volume rendering requires careful consideration of the materials present in a volume. A manual creation is tedious and prone to errors. Furthermore, the user interaction to design a higher dimensional transfer function gets complicated. In this work, we present a graph‐based approach to design a transfer function that takes volumetric structures into account. Our novel contribution is in proposing an algorithm for robust deduction of a material graph from a set of disconnected edges. We incorporate stable graph creation under varying noise levels in the volume. We show that the deduced material graph can be used to automatically create a transfer function using the occlusion spectrum of the input volume. Since we compute material topology of the objects, an enhanced rendering is possible with our method. This also allows us to selectively render objects and depict adjacent materials in a volume. Our method considerably reduces manual effort required in designing a transfer function and provides an easy interface for interaction with the volume.
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    Interactive Iconized Grammar‐Based Pailou Modelling
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Cai, Zhong‐Qi; Luo, Ying‐Sheng; Lai, Yu‐Chi; Chan, Chih‐Shiang; Tai, Wen‐Kai; Benes, Bedrich and Hauser, Helwig
    Pailous are representative Chinese architectural works used for commemoration. However, their geometric structure and semantic construction rules are too complex for quick and intuitive modelling using traditional modelling tools. We propose an intuitive modelling system for the stylized creation of pailous for novices. Our system encapsulates structural components as icons and semantic layouts as topological graphs, using which users create and manipulate icons with topological recommendations. The interpreter automatically and immediately transforms a graph to its corresponding model using built‐in components with the proposed parametric L‐system grammars derived from architectural rules. Using this system to re‐create existing representative pailous and design imaginary ones yields results with the desired visual complexities. In comparison to Maya, a 3D modelling tool, when modelling a pailou and toukung, our system is effective and simple, and eliminates the need to remember and understand complex rules.
  • Item
    Effective Annotations Over 3D Models
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Ponchio, F.; Callieri, M.; Dellepiane, M.; Scopigno, R.; Benes, Bedrich and Hauser, Helwig
    Annotation support in interactive systems is often considered a simple task by the CG community, since it entails the apparently easy selection of a region and its connection with some information. The reality appears more complex. The scope of this paper is two‐fold: first, to review the status of this domain, discussing and characterizing several approaches proposed in literature to manage annotations over geometric models; second, to present in detail an innovative solution proposed and assessed in the framework of Cultural Heritage (CH) applications, called . At the annotation definition stage uses 3D data to characterize the annotation region; subsequently, annotations are visualized by adopting a two‐pass rendering solution which uses stencil buffers, thus without introducing new geometric elements, changing the topology or duplicating geometry elements. It solves most of the issues that afflict the current state of the art, such as fragmentation, annotation transfer to multiple representations and multi‐resolution data encoding. The latter is a mandatory requirement to produce efficient web‐based systems. We implemented and we fully tested this approach in the framework of a complex system that supports the documentation of CH restoration projects.
  • Item
    Visual Analysis of Missing Values in Longitudinal Cohort Study Data
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Alemzadeh, S.; Niemann, U.; Ittermann, T.; Völzke, H.; Schneider, D.; Spiliopoulou, M.; Bühler, K.; Preim, B.; Benes, Bedrich and Hauser, Helwig
    Attrition or dropout is the most severe missingness problem in longitudinal cohort study data where some participants do not show up for follow‐up examinations. Dropouts result in biased data and cause the reduction of 1ata set size. Moreover, they limit the power of statistical analysis and the validity of study findings. Visualization can play a strong role in analysing and displaying the missingness patterns. In this work, we present VIVID, a framework for the isual analysis of mssing alues n cohort study ata. VIVID is inspired by discussions with epidemiologists and adds visual components to their current statistics‐based approaches. VIVID provides functions for exploration, imputation and validity check of imputations. The main focus of this paper is multiple imputation to fix the missing data.
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    Ribbed Support Vaults for 3D Printing of Hollowed Objects
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Tricard, Thibault; Claux, Frédéric; Lefebvre, Sylvain; Benes, Bedrich and Hauser, Helwig
    Additive manufacturing techniques form an object by accumulating layers of material on top of one another. Each layer has to be supported by the one below for the fabrication process to succeed. To reduce print time and material usage, especially in the context of prototyping, it is often desirable to fabricate hollow objects. This exacerbates the requirement of support between consecutive layers: standard hollowing produces surfaces in overhang that cannot be directly fabricated anymore. Therefore, these surfaces require support structures. These are similar to external supports for overhangs, with the key difference that internal supports remain invisible within the object after fabrication. A fundamental challenge is to generate structures that provide a dense support while using little material. In this paper, we propose a novel type of support inspired by rib structures. Our approach guarantees that any point in a layer is supported by a point below, within a given threshold distance. Despite providing strong guarantees for printability, our supports remain lightweight and reliable to print. We propose a greedy support generation algorithm that creates compact hierarchies of rib‐like walls. The walls are progressively eroded away and straightened, eventually merging with the interior object walls. We demonstrate our technique on a variety of models and provide performance figures in the context of fused filament fabrication 3D printing.
  • Item
    Muscle and Fascia Simulation with Extended Position Based Dynamics
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Romeo, M.; Monteagudo, C.; Sánchez‐Quirós, D.; Benes, Bedrich and Hauser, Helwig
    Recent research on muscle and fascia simulation for visual effects relies on numerical methods such as the finite element method or finite volume method. These approaches produce realistic results, but require high computational time and are complex to set up. On the other hand, position‐based dynamics offers a fast and controllable solution to simulate surfaces and volumes, but there is no literature on how to implement constraints that could be used to realistically simulate muscles and fascia for digital creatures with this method. In this paper, we extend the current state‐of‐the‐art in Position‐Based Dynamics to efficiently compute realistic skeletal muscle and superficial fascia simulation. In particular, we embed muscle fibres in the solver by adding an anisotropic component to the distance constraints between mesh points and apply overpressure to realistically model muscle volume changes under contraction. In addition, we also define a modified distance constraint for the fascia that allows compression and enables the user to scale the constraint's original distance to gain elastic potential at rest. Finally, we propose a modification of the extended position‐based dynamics algorithm to properly compute different sets of constraints and describe other details for proper simulation of character's muscle and fascia dynamics.
  • Item
    FARM: Functional Automatic Registration Method for 3D Human Bodies
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Marin, R.; Melzi, S.; Rodolà, E.; Castellani, U.; Benes, Bedrich and Hauser, Helwig
    We introduce a new method for non‐rigid registration of 3D human shapes. Our proposed pipeline builds upon a given parametric model of the human, and makes use of the functional map representation for encoding and inferring shape maps throughout the registration process. This combination endows our method with robustness to a large variety of nuisances observed in practical settings, including non‐isometric transformations, downsampling, topological noise and occlusions; further, the pipeline can be applied invariably across different shape representations (e.g. meshes and point clouds), and in the presence of (even dramatic) missing parts such as those arising in real‐world depth sensing applications. We showcase our method on a selection of challenging tasks, demonstrating results in line with, or even surpassing, state‐of‐the‐art methods in the respective areas.
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    Hinted Star Coordinates for Mixed Data
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Matute, J.; Linsen, L.; Benes, Bedrich and Hauser, Helwig
    Mixed data sets containing numerical and categorical attributes are nowadays ubiquitous. Converting them to one attribute type may lead to a loss of information. We present an approach for handling numerical and categorical attributes in a holistic view. For data sets with many attributes, dimensionality reduction (DR) methods can help to generate visual representations involving all attributes. While automatic DR for mixed data sets is possible using weighted combinations, the impact of each attribute on the resulting projection is difficult to measure. Interactive support allows the user to understand the impact of data dimensions in the formation of patterns. Star Coordinates is a well‐known interactive linear DR technique for multi‐dimensional numerical data sets. We propose to extend Star Coordinates and its initial configuration schemes to mixed data sets. In conjunction with analysing numerical attributes, our extension allows for exploring the impact of categorical dimensions and individual categories on the structure of the entire data set. The main challenge when interacting with Star Coordinates is typically to find a good configuration of the attribute axes. We propose a guided mixed data analysis based on maximizing projection quality measures by the use of recommended transformations, named hints, in order to find a proper configuration of the attribute axes.
  • Item
    Physically Based Real‐Time Rendering of Teeth and Partial Restorations
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Reischl, M.; Derzapf, E.; Guthe, M.; Benes, Bedrich and Hauser, Helwig
    Visually accurate real‐time rendering of teeth has many applications ranging from computer games to dental computer aided design (CAD). Similar to skin, the realistic and physically correct appearance of teeth cannot be achieved by simply using opaque diffuse textures, mainly because of the subsurface scattering behaviours of both. While both have a layered structure in common, the scattering characteristics of the teeth layers are drastically different from those of the skin, making rendering much more complicated. We present an approach which uses the Henyey–Greenstein scattering to achieve a near realistic real‐time rendering of human teeth. To simulate the multi‐layered geometry of teeth, we use standardized teeth models with dentin cores and fit them to real scanned teeth or dental restorations. By using a proxy geometry to compute the scattering, we can also render partial restorations as they would look like when attached to the remaining teeth. Finally, we compare our results to the VITA shade systems and human teeth to evaluate the visual fidelity of our approach.
  • Item
    PointCleanNet: Learning to Denoise and Remove Outliers from Dense Point Clouds
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Rakotosaona, Marie‐Julie; La Barbera, Vittorio; Guerrero, Paul; Mitra, Niloy J.; Ovsjanikov, Maks; Benes, Bedrich and Hauser, Helwig
    Point clouds obtained with 3D scanners or by image‐based reconstruction techniques are often corrupted with significant amount of noise and outliers. Traditional methods for point cloud denoising largely rely on local surface fitting (e.g. jets or MLS surfaces), local or non‐local averaging or on statistical assumptions about the underlying noise model. In contrast, we develop a simple data‐driven method for removing outliers and reducing noise in unordered point clouds. We base our approach on a deep learning architecture adapted from PCPNet, which was recently proposed for estimating local 3D shape properties in point clouds. Our method first classifies and discards outlier samples, and then estimates correction vectors that project noisy points onto the original clean surfaces. The approach is efficient and robust to varying amounts of noise and outliers, while being able to handle large densely sampled point clouds. In our extensive evaluation, both on synthetic and real data, we show an increased robustness to strong noise levels compared to various state‐of‐the‐art methods, enabling accurate surface reconstruction from extremely noisy real data obtained by range scans. Finally, the simplicity and universality of our approach makes it very easy to integrate in any existing geometry processing pipeline. Both the code and pre‐trained networks can be found on the project page ().
  • Item
    Normal‐Based Bas‐Relief Modelling via Near‐Lighting Photometric Stereo
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Wei, M.; Song, Z.; Nie, Y.; Wu, J.; Ji, Z.; Guo, Y.; Xie, H.; Wang, J.; Wang, F. L.; Benes, Bedrich and Hauser, Helwig
    We present a ear‐ighting hotometric tereo (NL‐PS) system to produce digital bas‐reliefs from a physical object (set) directly. Unlike both the 2D image and 3D model‐based modelling methods that require complicated interactions and transformations, the technique using NL‐PS is easy to use with cost‐effective hardware, providing users with a trade‐off between abstract and representation when creating bas‐reliefs. Our algorithm consists of two steps: normal map acquisition and constrained 3D reconstruction. First, we introduce a lighting model, named the uasi‐oint ighting odel (QPLM), and provide a two‐step calibration solution in our NL‐PS system to generate a dense normal map. Second, we filter the normal map into a and a , and formulate detail‐ or structure‐preserving bas‐relief modelling as a constrained surface reconstruction problem of solving a sparse linear system. The main contribution is a WYSIWYG (i.e. what you see is what you get) way of building new solvers that produces multi‐style bas‐reliefs with their geometric structures and/or details preserved. The performance of our approach is experimentally validated via comparisons with the state‐of‐the‐art methods.
  • Item
    RayCaching: Amortized Isosurface Rendering for Virtual Reality
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Nysjö, F.; Malmberg, F.; Nyström, I.; Benes, Bedrich and Hauser, Helwig
    Real‐time virtual reality requires efficient rendering methods to deal with high‐ resolution stereoscopic displays and low latency head‐tracking. Our proposed RayCaching method renders isosurfaces of large volume datasets by amortizing raycasting over several frames and caching primary rays as small bricks that can be efficiently rasterized. An occupancy map in form of a clipmap provides level of detail and ensures that only bricks corresponding to visible points on the isosurface are being cached and rendered. Hard shadows and ambient occlusion from secondary rays are also accumulated and stored in the cache. Our method supports real‐time isosurface rendering with dynamic isovalue and allows stereoscopic visualization and exploration of large volume datasets at framerates suitable for virtual reality applications.
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    Image‐Based Tree Variations
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Argudo, Oscar; Andújar, Carlos; Chica, Antoni; Benes, Bedrich and Hauser, Helwig
    The automatic generation of realistic vegetation closely reproducing the appearance of specific plant species is still a challenging topic in computer graphics. In this paper, we present a new approach to generate new tree models from a small collection of frontal RGBA images of trees. The new models are represented either as single billboards (suitable for still image generation in areas such as architecture rendering) or as billboard clouds (providing parallax effects in interactive applications). Key ingredients of our method include the synthesis of new contours through convex combinations of exemplar countours, the automatic segmentation into crown/trunk classes and the transfer of RGBA colour from the exemplar images to the synthetic target. We also describe a fully automatic approach to convert a single tree image into a billboard cloud by extracting superpixels and distributing them inside a silhouette‐defined 3D volume. Our algorithm allows for the automatic generation of an arbitrary number of tree variations from minimal input, and thus provides a fast solution to add vegetation variety in outdoor scenes.
  • Item
    Memento: Localized Time‐Warping for Spatio‐Temporal Selection
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Solteszova, V.; Smit, N. N.; Stoppel, S.; Grüner, R.; Bruckner, S.; Benes, Bedrich and Hauser, Helwig
    Interaction techniques for temporal data are often focused on affecting the spatial aspects of the data, for instance through the use of transfer functions, camera navigation or clipping planes. However, the temporal aspect of the data interaction is often neglected. The temporal component is either visualized as individual time steps, an animation or a static summary over the temporal domain. When dealing with streaming data, these techniques are unable to cope with the task of re‐viewing an interesting local spatio‐temporal event, while continuing to observe the rest of the feed. We propose a novel technique that allows users to interactively specify areas of interest in the spatio‐temporal domain. By employing a time‐warp function, we are able to slow down time, freeze time or even travel back in time, around spatio‐temporal events of interest. The combination of such a (pre‐defined) time‐warp function and brushing directly in the data to select regions of interest allows for a detailed review of temporally and spatially localized events, while maintaining an overview of the global spatio‐temporal data. We demonstrate the utility of our technique with several usage scenarios.
  • Item
    SiamesePointNet: A Siamese Point Network Architecture for Learning 3D Shape Descriptor
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Zhou, J.; Wang, M. J.; Mao, W. D.; Gong, M. L.; Liu, X. P.; Benes, Bedrich and Hauser, Helwig
    We present a novel deep learning approach to extract point‐wise descriptors directly on 3D shapes by introducing Siamese Point Networks, which contain a global shape constraint module and a feature transformation operator. Such geometric descriptor can be used in a variety of shape analysis problems such as 3D shape dense correspondence, key point matching and shape‐to‐scan matching. The descriptor is produced by a hierarchical encoder–decoder architecture that is trained to map geometrically and semantically similar points close to one another in descriptor space. Benefiting from the additional shape contrastive constraint and the hierarchical local operator, the learned descriptor is highly aware of both the global context and local context. In addition, a feature transformation operation is introduced in the end of our networks to transform the point features to a compact descriptor space. The feature transformation can make the descriptors extracted by our networks unaffected by geometric differences in shapes. Finally, an N‐tuple loss is used to train all the point descriptors on a complete 3D shape simultaneously to obtain point‐wise descriptors. The proposed Siamese Point Networks are robust to many types of perturbations such as the Gaussian noise and partial scan. In addition, we demonstrate that our approach improves state‐of‐the‐art results on the BHCP benchmark.
  • Item
    Efficient Homology‐Preserving Simplification of High‐Dimensional Simplicial Shapes
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Fellegara, Riccardo; Iuricich, Federico; De Floriani, Leila; Fugacci, Ulderico; Benes, Bedrich and Hauser, Helwig
    Simplicial complexes are widely used to discretize shapes. In low dimensions, a 3D shape is represented by discretizing its boundary surface, encoded as a triangle mesh, or by discretizing the enclosed volume, encoded as a tetrahedral mesh. High‐dimensional simplicial complexes have recently found their application in topological data analysis. Topological data analysis aims at studying a point cloud P, possibly embedded in a high‐dimensional metric space, by investigating the topological characteristics of the simplicial complexes built on P. Analysing such complexes is not feasible due to their size and dimensions. To this aim, the idea of simplifying a complex while preserving its topological features has been proposed in the literature. Here, we consider the problem of efficiently simplifying simplicial complexes in arbitrary dimensions. We provide a new definition for the edge contraction operator, based on a top‐based data structure, with the objective of preserving structural aspects of a simplicial shape (i.e., its homology), and a new algorithm for verifying the link condition on a top‐based representation. We implement the simplification algorithm obtained by coupling the new edge contraction and the link condition on a specific top‐based data structure, that we use to demonstrate the scalability of our approach.
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    A Survey on Visual Traffic Simulation: Models, Evaluations, and Applications in Autonomous Driving
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Chao, Qianwen; Bi, Huikun; Li, Weizi; Mao, Tianlu; Wang, Zhaoqi; Lin, Ming C.; Deng, Zhigang; Benes, Bedrich and Hauser, Helwig
    Virtualized traffic via various simulation models and real‐world traffic data are promising approaches to reconstruct detailed traffic flows. A variety of applications can benefit from the virtual traffic, including, but not limited to, video games, virtual reality, traffic engineering and autonomous driving. In this survey, we provide a comprehensive review on the state‐of‐the‐art techniques for traffic simulation and animation. We start with a discussion on three classes of traffic simulation models applied at different levels of detail. Then, we introduce various data‐driven animation techniques, including existing data collection methods, and the validation and evaluation of simulated traffic flows. Next, we discuss how traffic simulations can benefit the training and testing of autonomous vehicles. Finally, we discuss the current states of traffic simulation and animation and suggest future research directions.
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    Automatic Design of Cable‐Tensioned Glass Shells
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Laccone, Francesco; Malomo, Luigi; Froli, Maurizio; Cignoni, Paolo; Pietroni, Nico; Benes, Bedrich and Hauser, Helwig
    We propose an optimization algorithm for the design of post‐tensioned architectural shell structures, composed of triangular glass panels, in which glass has a load‐bearing function. Due to its brittle nature, glass can fail when it is subject to tensile forces. Hence, we enrich the structure with a cable net, which is specifically designed to post‐tension the shell, relieving the underlying glass structure from tension. We automatically derive an optimized cable layout, together with the appropriate pre‐load of each cable. The method is driven by a physically based static analysis of the shell subject to its service load. We assess our approach by applying non‐linear finite element analysis to several real‐scale application scenarios. Such a method of cable tensioning produces glass shells that are optimized from the material usage viewpoint since they exploit the high compression strength of glass. As a result, they are lightweight and robust. Both aesthetic and static qualities are improved with respect to grid shell competitors.
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    Detection and Synthesis of Full‐Body Environment Interactions for Virtual Humans
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Juarez‐Perez, A.; Kallmann, M.; Benes, Bedrich and Hauser, Helwig
    We present a new methodology for enabling virtual humans to autonomously detect and perform complex full‐body interactions with their environments. Given a parameterized walking controller and a set of motion‐captured example interactions, our method is able to detect when interactions can occur and to coordinate the detected upper‐body interaction with the walking controller in order to achieve full‐body mobile interactions in similar situations. Our approach is based on learning spatial coordination features from the example motions and on associating body‐environment proximity information to the body configurations of each performed action. Body configurations become the input to a regression system, which in turn is able to generate new interactions for different situations in similar environments. The regression model is capable of selecting, encoding and replicating key spatial strategies with respect to body coordination and management of environment constraints as well as determining the correct moment in time and space for starting an interaction. As a result, we obtain an interactive controller able to detect and synthesize coordinated full‐body motions for a variety of complex interactions requiring body mobility. Our results achieve complex interactions, such as opening doors and drawing in a wide whiteboard. The presented approach introduces the concept of learning interaction coordination models that can be applied on top of any given walking controller. The obtained method is simple and flexible, it handles the detection of possible interactions and is suitable for real‐time applications.
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    Accelerating Distributed Graphical Fluid Simulations with Micro‐partitioning
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Qu, Hang; Mashayekhi, Omid; Shah, Chinmayee; Levis, Philip; Benes, Bedrich and Hauser, Helwig
    Graphical fluid simulations are CPU‐bound. Parallelizing simulations on hundreds of cores in the computing cloud would make them faster, but requires evenly balancing load across nodes. Good load balancing depends on manual decisions from experts, which are time‐consuming and error prone, or dynamic approaches that estimate and react to future load, which are non‐deterministic and hard to debug.This paper proposes Birdshot scheduling, an automatic and purely static load balancing algorithm whose performance is close to expert decisions and reactive algorithms without their difficulty or complexity. Birdshot scheduling's key insight is to leverage the high‐latency, high‐throughput, full bisection bandwidth of cloud computing nodes. Birdshot scheduling splits the simulation domain into many micro‐partitions and statically assigns them to nodes randomly. Analytical results show that randomly assigned micro‐partitions balance load with high probability. The high‐throughput network easily handles the increased data transfers from micro‐partitions, and full bisection bandwidth allows random placement with no performance penalty. Overlapping the communications and computations of different micro‐partitions masks latency.Experiments with particle‐level set, SPH, FLIP and explicit Eulerian methods show that Birdshot scheduling speeds up simulations by a factor of 2‐3, and can out‐perform reactive scheduling algorithms. Birdshot scheduling performs within 21% of state‐of‐the‐art dynamic methods that require running a second, parallel simulation. Unlike speculative algorithms, Birdshot scheduling is purely static: it requires no controller, runtime data collection, partition migration or support for these operations from the programmer.
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    Progressive Refinement Imaging
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Kluge, M.; Weyrich, T.; Kolb, A.; Benes, Bedrich and Hauser, Helwig
    This paper presents a novel technique for progressive online integration of uncalibrated image sequences with substantial geometric and/or photometric discrepancies into a single, geometrically and photometrically consistent image. Our approach can handle large sets of images, acquired from a nearly planar or infinitely distant scene at different resolutions in object domain and under variable local or global illumination conditions. It allows for efficient user guidance as its progressive nature provides a valid and consistent reconstruction at any moment during the online refinement process.Our approach avoids global optimization techniques, as commonly used in the field of image refinement, and progressively incorporates new imagery into a dynamically extendable and memory‐efficient Laplacian pyramid. Our image registration process includes a coarse homography and a local refinement stage using optical flow. Photometric consistency is achieved by retaining the photometric intensities given in a reference image, while it is being refined. Globally blurred imagery and local geometric inconsistencies due to, e.g. motion are detected and removed prior to image fusion.We demonstrate the quality and robustness of our approach using several image and video sequences, including handheld acquisition with mobile phones and zooming sequences with consumer cameras.
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    ZomeFab: Cost‐Effective Hybrid Fabrication with Zometools
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Shen, I‐Chao; Chen, Ming‐Shiuan; Huang, Chun‐Kai; Chen, Bing‐Yu; Benes, Bedrich and Hauser, Helwig
    In recent years, personalized fabrication has received considerable attention because of the widespread use of consumer‐level three‐dimensional (3D) printers. However, such 3D printers have drawbacks, such as long production time and limited output size, which hinder large‐scale rapid‐prototyping. In this paper, for the time‐ and cost‐effective fabrication of large‐scale objects, we propose a hybrid 3D fabrication method that combines 3D printing and the construction set, which is a compact, sturdy and reusable structure for infill fabrication. The proposed method significantly reduces fabrication cost and time by printing only thin 3D outer shells. In addition, we design an optimization framework to generate both a Zometol structure and printed surface partitions by optimizing several criteria, including printability, material cost and Zometool structure complexity. Moreover, we demonstrate the effectiveness of the proposed method by fabricating various large‐scale 3D models.
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    Visualizing the Stability of 2D Point Sets from Dimensionality Reduction Techniques
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Reinbold, Christian; Kumpf, Alexander; Westermann, Rüdiger; Benes, Bedrich and Hauser, Helwig
    We use ‐order Voronoi diagrams to assess the stability of ‐neighbourhoods in ensembles of 2D point sets, and apply it to analyse the robustness of a dimensionality reduction technique to variations in its input configurations. To measure the stability of ‐neighbourhoods over the ensemble, we use cells in the ‐order Voronoi diagrams, and consider the smallest coverings of corresponding points in all point sets to identify coherent point subsets with similar neighbourhood relations. We further introduce a pairwise similarity measure for point sets, which is used to select a subset of representative ensemble members via the PageRank algorithm as an indicator of an individual member's value. The stability information is embedded into the ‐order Voronoi diagrams of the representative ensemble members to emphasize coherent point subsets and simultaneously indicate how stable they lie together in all point sets. We use the proposed technique for visualizing the robustness of t‐distributed stochastic neighbour embedding and multi‐dimensional scaling applied to high‐dimensional data in neural network layers and multi‐parameter cloud simulations.
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    Microstructure Control in 3D Printing with Digital Light Processing
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Luongo, A.; Falster, V.; Doest, M. B.; Ribo, M. M.; Eiriksson, E. R.; Pedersen, D. B.; Frisvad, J. R.; Benes, Bedrich and Hauser, Helwig
    Digital light processing stereolithography is a promising technique for 3D printing. However, it offers little control over the surface appearance of the printed object. The printing process is typically layered, which leads to aliasing artefacts that affect surface appearance. An antialiasing option is to use greyscale pixel values in the layer images that we supply to the printer. This enables a kind of subvoxel growth control. We explore this concept and use it for editing surface microstructure. In other words, we modify the surface appearance of a printed object by applying a greyscale pattern to the surface voxels before sending the cross‐sectional layer images to the printer. We find that a smooth noise function is an excellent tool for varying surface roughness and for breaking the regularities that lead to aliasing. Conversely, we also present examples that introduce regularities to produce controlled anisotropic surface appearance. Our hope is that subvoxel growth control in stereolithography can lead 3D printing towards customizable surface appearance. The printing process adds what we call ground noise to the printed result. We suggest a way of modelling this ground noise to provide users with a tool for estimating a printer's ability to control surface reflectance.
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    Gaussian Product Sampling for Rendering Layered Materials
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Xia, Mengqi (Mandy); Walter, Bruce; Hery, Christophe; Marschner, Steve; Benes, Bedrich and Hauser, Helwig
    To increase diversity and realism, surface bidirectional scattering distribution functions (BSDFs) are often modelled as consisting of multiple layers, but accurately evaluating layered BSDFs while accounting for all light transport paths is a challenging problem. Recently, Guo . [GHZ18] proposed an accurate and general position‐free Monte Carlo method, but this method introduces variance that leads to longer render time compared to non‐stochastic layered models. We improve the previous work by presenting two new sampling strategies, and . Our new methods better take advantage of the layered structure and reduce variance compared to the conventional approach of sequentially sampling one BSDF at a time. Our strategy importance samples the product of two BSDFs from a pair of adjacent layers. We further generalize this to , which importance samples the product of a chain of three or more BSDFs. In order to compute these products, we developed a new approximate Gaussian representation of individual layer BSDFs. This representation incorporates spatially varying material properties as parameters so that our techniques can support an arbitrary number of textured layers. Compared to previous Monte Carlo layering approaches, our results demonstrate substantial variance reduction in rendering isotropic layered surfaces.
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    Broadmark: A Testing Framework for Broad‐Phase Collision Detection Algorithms
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Serpa, Ygor Rebouças; Rodrigues, Maria Andréia Formico; Benes, Bedrich and Hauser, Helwig
    Research in the area of collision detection permeates most of the literature on simulations, interaction and agents planning, being commonly regarded as one of the main bottlenecks for large‐scale systems. To this day, despite its importance, most subareas of collision detection lack a common ground to test and validate solutions, reference implementations and widely accepted benchmark suites. In this paper, we delve into the broad‐phase of collision detection systems, providing both an open‐source framework, named Broadmark, to test, compare and validate algorithms, and an in‐deep analysis of the main techniques used so far to tackle the broad‐phase problem. The technical challenges of building this framework from the software and hardware perspectives are also described. Within our framework, several original and state‐of‐the‐art implementations of CPU and GPU algorithms are bundled, alongside three benchmark scenes to stress algorithms under several conditions. Furthermore, the system is designed to be easily extensible. We use our framework to bring out an extensive performance comparison among assembled solutions, detailing the current CPU and GPU state‐of‐the‐art on a common ground. We believe that Broadmark encompasses the principal insights and tools to derive and evaluate novel algorithms, thus greatly facilitating discussion about successful broad‐phase collision detection solutions.
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    Revectorization‐Based Soft Shadow Mapping
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Macedo, M. C. F.; Apolinário, A. L.; Agüero, K. A.; Benes, Bedrich and Hauser, Helwig
    In this paper, we present revectorization‐based soft shadow mapping, an algorithm that enables the rendering of visually plausible anti‐aliased soft shadows in real time. In revectorization‐based shadow mapping, shadow silhouettes are anti‐aliased and filtered on the basis of a discontinuity space. By replacing the filtering step of the theoretical framework of the percentage‐closer soft shadow algorithm by a revectorization‐based filtering algorithm, we are able to provide anti‐aliasing mainly for near contact shadows or small penumbra sizes generated from low‐resolution shadow maps. Moreover, we present a screen‐space variant of our technique that generates visually plausible soft shadows with an overhead of only in processing time, when compared to the fastest soft shadow algorithms proposed in the literature, but that introduces shadow overestimation artefacts in the final rendering.
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    Visualizing Dynamics of Urban Regions Through a Geo‐Semantic Graph‐Based Method
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Wang, Yunzhe; Baciu, George; Li, Chenhui; Benes, Bedrich and Hauser, Helwig
    In urban analysis, it is desirable to find regions where a primary socio‐economic activity dominates as a key endeavour. This can be accomplished by aggregating neighbouring locations where similar activities take place. However, people move and their activities change over time. Furthermore, the boundaries of regions are not stationary. Thus, it is challenging to update region divisions and track their evolution. Geo‐textual data embody geographical information and activity descriptions. We obtain changes in regional boundaries by iteratively applying a process to a sequence of latent graphs that are constructed from geo‐textual data. Region characteristics are interpreted by topics learned by the latent Dirichlet allocation model. We also propose a matching algorithm to expose region transformations between different timestamps. Interesting patterns of evolution emerge after clustering the migration trajectories of region centroids. In our visual system, users can explore the evolution of regions through animations and linked snapshots. To facilitate visual comparisons, we represent regions by hexagonal tiling that better construct arbitrary regional shapes. The effectiveness of our method is evaluated on two case studies using real‐world datasets, and a user study shows that our visual analytics system is highly effective in performing studies on such regional maps.
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    Reducing Affective Responses to Surgical Images and Videos Through Stylization
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Besançon, Lonni; Semmo, Amir; Biau, David; Frachet, Bruno; Pineau, Virginie; Sariali, El Hadi; Soubeyrand, Marc; Taouachi, Rabah; Isenberg, Tobias; Dragicevic, Pierre; Benes, Bedrich and Hauser, Helwig
    We present the first empirical study on using colour manipulation and stylization to make surgery images/videos more palatable. While aversion to such material is natural, it limits many people's ability to satisfy their curiosity, educate themselves and make informed decisions. We selected a diverse set of image processing techniques to test them both on surgeons and lay people. While colour manipulation techniques and many artistic methods were found unusable by surgeons, edge‐preserving image smoothing yielded good results both for preserving information (as judged by surgeons) and reducing repulsiveness (as judged by lay people). We then conducted a second set of interview with surgeons to assess whether these methods could also be used on videos and derive good default parameters for information preservation. We provide extensive supplemental material at .
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    Parameterization, Feature Extraction and Binary Encoding for the Visualization of Tree‐Like Structures
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Lichtenberg, N.; Lawonn, K.; Benes, Bedrich and Hauser, Helwig
    The study of vascular structures, using medical 3D models, is an active field of research. Illustrative visualizations have been applied to this domain in multiple ways. Researchers made the geometric properties of vasculature more comprehensive and augmented the surface with representations of multivariate clinical data. Techniques that head beyond the application of colour‐maps or simple shading approaches require a surface parameterization, that is, texture coordinates, in order to overcome locality. When extracting 3D models, the computation of texture coordinates on the mesh is not always part of the data processing pipeline. We combine existing techniques to a simple parameterization approach that is suitable for tree‐like structures. The parameterization is done w.r.t. to a pre‐defined source vertex. For this, we present an automatic algorithm, that detects the tree root. The parameterization is partly done in screen‐space and recomputed per frame. However, the screen‐space computation comes with positive features that are not present in object‐space approaches. We show how the resulting texture coordinates can be used for varying hatching, contour parameterization, display of decals, as additional depth cues and feature extraction. A further post‐processing step based on parameterization allows for a segmentation of the structure and visualization of its tree topology.
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    Context‐Aware Mixed Reality: A Learning‐Based Framework for Semantic‐Level Interaction
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Chen, L.; Tang, W.; John, N. W.; Wan, T. R.; Zhang, J. J.; Benes, Bedrich and Hauser, Helwig
    Mixed reality (MR) is a powerful interactive technology for new types of user experience. We present a semantic‐based interactive MR framework that is beyond current geometry‐based approaches, offering a step change in generating high‐level context‐aware interactions. Our key insight is that by building semantic understanding in MR, we can develop a system that not only greatly enhances user experience through object‐specific behaviours, but also it paves the way for solving complex interaction design challenges. In this paper, our proposed framework generates semantic properties of the real‐world environment through a dense scene reconstruction and deep image understanding scheme. We demonstrate our approach by developing a material‐aware prototype system for context‐aware physical interactions between the real and virtual objects. Quantitative and qualitative evaluation results show that the framework delivers accurate and consistent semantic information in an interactive MR environment, providing effective real‐time semantic‐level interactions.
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    The Matchstick Model for Anisotropic Friction Cones
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Erleben, K.; Macklin, M.; Andrews, S.; Kry, P. G.; Benes, Bedrich and Hauser, Helwig
    Inspired by frictional behaviour that is observed when sliding matchsticks against one another at different angles, we propose a phenomenological anisotropic friction model for structured surfaces. Our model interpolates isotropic and anisotropic elliptical Coulomb friction parameters for a pair of surfaces with perpendicular and parallel structure directions (e.g. the wood grain direction). We view our model as a special case of an abstract friction model that produces a cone based on state information, specifically the relationship between structure directions. We show how our model can be integrated into LCP and NCP‐based simulators using different solvers with both explicit and fully implicit time‐integration. The focus of our work is on symmetric friction cones, and we therefore demonstrate a variety of simulation scenarios where the friction structure directions play an important part in the resulting motions. Consequently, authoring of friction using our model is intuitive and we demonstrate that our model is compatible with standard authoring practices, such as texture mapping.
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    On Demand Solid Texture Synthesis Using Deep 3D Networks
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Gutierrez, J.; Rabin, J.; Galerne, B.; Hurtut, T.; Benes, Bedrich and Hauser, Helwig
    This paper describes a novel approach for on demand volumetric texture synthesis based on a deep learning framework that allows for the generation of high‐quality three‐dimensional (3D) data at interactive rates. Based on a few example images of textures, a generative network is trained to synthesize coherent portions of solid textures of arbitrary sizes that reproduce the visual characteristics of the examples along some directions. To cope with memory limitations and computation complexity that are inherent to both high resolution and 3D processing on the GPU, only 2D textures referred to as ‘slices’ are generated during the training stage. These synthetic textures are compared to exemplar images a perceptual loss function based on a pre‐trained deep network. The proposed network is very light (less than 100k parameters), therefore it only requires sustainable training (i.e. few hours) and is capable of very fast generation (around a second for 256 voxels) on a single GPU. Integrated with a spatially seeded pseudo‐random number generator (PRNG) the proposed generator network directly returns a color value given a set of 3D coordinates. The synthesized volumes have good visual results that are at least equivalent to the state‐of‐the‐art patch‐based approaches. They are naturally seamlessly tileable and can be fully generated in parallel.
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    Compressed Neighbour Lists for SPH
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Band, Stefan; Gissler, Christoph; Teschner, Matthias; Benes, Bedrich and Hauser, Helwig
    We propose a novel compression scheme to store neighbour lists for iterative solvers that employ Smoothed Particle Hydrodynamics (SPH). The compression scheme is inspired by Stream VByte, but uses a non‐linear mapping from data to data bytes, yielding memory savings of up to 87%. It is part of a novel variant of the Cell‐Linked‐List (CLL) concept that is inspired by compact hashing with an improved processing of the cell‐particle relations. We show that the resulting neighbour search outperforms compact hashing in terms of speed and memory consumption. Divergence‐Free SPH (DFSPH) scenarios with up to 1.3 billion SPH particles can be processed on a 24‐core PC using 172 GB of memory. Scenes with more than 7 billion SPH particles can be processed in a Message Passing Interface (MPI) environment with 112 cores and 880 GB of RAM. The neighbour search is also useful for interactive applications. A DFSPH simulation step for up to 0.2 million particles can be computed in less than 40 ms on a 12‐core PC.
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    Synthesizing Character Animation with Smoothly Decomposed Motion Layers
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Eom, Haegwang; Choi, Byungkuk; Cho, Kyungmin; Jung, Sunjin; Hong, Seokpyo; Noh, Junyong; Benes, Bedrich and Hauser, Helwig
    The processing of captured motion is an essential task for undertaking the synthesis of high‐quality character animation. The motion decomposition techniques investigated in prior work extract meaningful motion primitives that help to facilitate this process. Carefully selected motion primitives can play a major role in various motion‐synthesis tasks, such as interpolation, blending, warping, editing or the generation of new motions. Unfortunately, for a complex character motion, finding generic motion primitives by decomposition is an intractable problem due to the compound nature of the behaviours of such characters. Additionally, decomposed motion primitives tend to be too limited for the chosen model to cover a broad range of motion‐synthesis tasks. To address these challenges, we propose a generative motion decomposition framework in which the decomposed motion primitives are applicable to a wide range of motion‐synthesis tasks. Technically, the input motion is smoothly decomposed into three motion layers. These are base‐level motion, a layer with controllable motion displacements and a layer with high‐frequency residuals. The final motion can easily be synthesized simply by changing a single user parameter that is linked to the layer of controllable motion displacements or by imposing suitable temporal correspondences to the decomposition framework. Our experiments show that this decomposition provides a great deal of flexibility in several motion synthesis scenarios: denoising, style modulation, upsampling and time warping.
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    A Survey of Visual Analytics for Public Health
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Preim, Bernhard; Lawonn, Kai; Benes, Bedrich and Hauser, Helwig
    We describe visual analytics solutions aiming to support public health professionals, and thus, preventive measures. Prevention aims at advocating behaviour and policy changes likely to improve human health. Public health strives to limit the outbreak of acute diseases as well as the reduction of chronic diseases and injuries. For this purpose, data are collected to identify trends in human health, to derive hypotheses, e.g. related to risk factors, and to get insights in the data and the underlying phenomena. Most public health data have a temporal character. Moreover, the spatial character, e.g. spatial clustering of diseases, needs to be considered for decision‐making. Visual analytics techniques involve (subspace) clustering, interaction techniques to identify relevant subpopulations, e.g. being particularly vulnerable to diseases, imputation of missing values, visual queries as well as visualization and interaction techniques for spatio‐temporal data. We describe requirements, tasks and visual analytics techniques that are widely used in public health before going into detail with respect to applications. These include outbreak surveillance and epidemiology research, e.g. cancer epidemiology. We classify the solutions based on the visual analytics techniques employed. We also discuss gaps in the current state of the art and resulting research opportunities in a research agenda to advance visual analytics support in public health.
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    Making Parameter Dependencies of Time‐Series Segmentation Visually Understandable
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Eichner, Christian; Schumann, Heidrun; Tominski, Christian; Benes, Bedrich and Hauser, Helwig
    This work presents an approach to support the visual analysis of parameter dependencies of time‐series segmentation. The goal is to help analysts understand which parameters have high influence and which segmentation properties are highly sensitive to parameter changes. Our approach first derives features from the segmentation output and then calculates correlations between the features and the parameters, more precisely, in parameter subranges to capture global and local dependencies. Dedicated overviews visualize the correlations to help users understand parameter impact and recognize distinct regions of influence in the parameter space. A detailed inspection of the segmentations is supported by means of visually emphasizing parameter ranges and segments participating in a dependency. This involves linking and highlighting, and also a special sorting mechanism that adjusts the visualization dynamically as users interactively explore individual dependencies. The approach is applied in the context of segmenting time series for activity recognition. Informal feedback from a domain expert suggests that our approach is a useful addition to the analyst's toolbox for time‐series segmentation.
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    RAS: A Data‐Driven Rigidity‐Aware Skinning Model For 3D Facial Animation
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Liu, S‐L.; Liu, Y.; Dong, L‐F.; Tong, X.; Benes, Bedrich and Hauser, Helwig
    We present a novel data‐driven skinning model—rigidity‐aware skinning (RAS) model, for simulating both active and passive 3D facial animation of different identities in real time. Our model builds upon a linear blend skinning (LBS) scheme, where the bone set and skinning weights are shared for diverse identities and learned from the data via a sparse and localized skinning decomposition algorithm. Our model characterizes the animated face into the active expression and the passive deformation: The former is represented by an LBS‐based multi‐linear model learned from the FaceWareHouse data set, and the latter is represented by a spatially varying as‐rigid‐as‐possible deformation applied to the LBS‐based multi‐linear model, whose rigidity parameters are learned from the data by a novel rigidity estimation algorithm. Our RAS model is not only generic and expressive for faithfully modelling medium‐scale facial deformation, but also compact and lightweight for generating vivid facial animation in real time. We validate the efficiency and effectiveness of our RAS model for real‐time 3D facial animation and expression editing.
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    A Cross‐Dimension Annotations Method for 3D Structural Facial Landmark Extraction
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Gong, Xun; Chen, Ping; Zhang, Zhemin; Chen, Ke; Xiang, Yue; Li, Xin; Benes, Bedrich and Hauser, Helwig
    Recent methods for 2D facial landmark localization perform well on close‐to‐frontal faces, but 2D landmarks are insufficient to represent 3D structure of a facial shape. For applications that require better accuracy, such as facial motion capture and 3D shape recovery, 3DA‐2D (2D Projections of 3D Facial Annotations) is preferred. Inferring the 3D structure from a single image is an problem whose accuracy and robustness are not always guaranteed. This paper aims to solve accurate 2D facial landmark localization and the transformation between 2D and 3DA‐2D landmarks. One way to increase the accuracy is to input more precisely annotated facial images. The traditional cascaded regressions cannot effectively handle large or noisy training data sets. In this paper, we propose a Mini‐Batch Cascaded Regressions (MBCR) method that can iteratively train a robust model from a large data set. Benefiting from the incremental learning strategy and a small learning rate, MBCR is robust to noise in training data. We also propose a new Cross‐Dimension Annotations Conversion (CDAC) method to map facial landmarks from 2D to 3DA‐2D coordinates and vice versa. The experimental results showed that CDAC combined with MBCR outperforms the‐state‐of‐the‐art methods in 3DA‐2D facial landmark localization. Moreover, CDAC can run efficiently at up to 110 on a 3.4 GHz‐CPU workstation. Thus, CDAC provides a solution to transform existing 2D alignment methods into 3DA‐2D ones without slowing down the speed. Training and testing code as well as the data set can be downloaded from https://github.com/SWJTU‐3DVision/CDAC.
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    Multi‐Segment Foot for Human Modelling and Simulation
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Park, Hwangpil; Yu, Ri; Lee, Jehee; Benes, Bedrich and Hauser, Helwig
    Realistic modelling of a human‐like character is one of the main topics in computer graphics to simulate human motion physically and also look realistically. Of the body parts, a human foot interacts with the ground, and plays an essential role in weight transmission, balancing posture and assisting ambulation. However, in the previous researches, the foot model was often simplified into one or two rigid bodies connected by a revolute joint. We propose a new foot model consisting of multiple segments to reproduce human foot shape and its functionality accurately. Based on the new model, we develop a foot pose controller that can reproduce foot postures that are generally not obtained in motion capture data. We demonstrate the validity of our foot model and the effectiveness of our foot controller with a variety of foot motions in a physics‐based simulation.
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    Simulating the Evolution of Ancient Fortified Cities
    (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020) Mas, Albert; Martin, Ignacio; Patow, Gustavo; Benes, Bedrich and Hauser, Helwig
    Ancient cities and castles are ubiquitous cultural heritage structures all over Europe, and countless digital creations (e.g. movies and games) use them for storytelling. However, they got little or no attention in the computer graphics literature. This paper aims to close the gap between historical and geometrical modelling, by presenting a framework that allows the forward and inverse design of ancient city (e.g. castles and walled cities) evolution along history. The main component is an interactive loop that cycles over a number of years simulating the evolution of a city. The user can define events, such as battles, city growth, wall creations or expansions, or any other historical event. Firstly, cities (or castles) and their walls are created, and, later on, expanded to encompass civil or strategic facilities to protect. In our framework, battle simulations are used to detect weaknesses and strengthen them, evolving to accommodate to developments in offensive weaponry. We conducted both forward and inverse design tests on three different scenarios: the city of Carcassone (France), the city of Gerunda (Spain) and the Ciutadella in ancient Barcelona. All the results have been validated by historians who helped fine‐tune the different parameters involved in the simulations.