39-Issue 2
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Item UV-free Texturing using Sparse Voxel DAGs(The Eurographics Association and John Wiley & Sons Ltd., 2020) Dolonius, Dan; Sintorn, Erik; Assarsson, Ulf; Panozzo, Daniele and Assarsson, UlfAn application may have to load an unknown 3D model and, for enhanced realistic rendering, precompute values over the surface domain, such as light maps, ambient occlusion, or other global-illumination parameters. High-quality uv-unwrapping has several problems, such as seams, distortions, and wasted texture space. Additionally, procedurally generated scene content, perhaps on the fly, can make manual uv unwrapping impossible. Even when artist manipulation is feasible, good uv layouts can require expertise and be highly labor intensive. This paper investigates how to use Sparse Voxel DAGs (or DAGs for short) as one alternative to avoid uv mapping. The result is an algorithm enabling high compression ratios of both voxel structure and colors, which can be important for a baked scene to fit in GPU memory. Specifically, we enable practical usage for an automatic system by targeting efficient real-time mipmap filtering using compressed textures and adding support for individual mesh voxelizations and resolutions in the same DAG. Furthermore, the latter increases the texture-compression ratios by up to 32% compared to using one global voxelization, DAG compression by 10-15% compared to using a DAG per mesh, and reduces color-bleeding problems for large mipmap filter sizes. The voxel-filtering is more costly than standard hardware 2D-texture filtering. However, for full HD with deferred shading, it is optimized down to 2:5 +/- 0:5 ms for a custom multisampling filtering (e.g., targeted for minification of low-frequency textures) and 5 +/- 2 ms for quad-linear mipmap filtering (e.g., for high-frequency textures). Multiple textures sharing voxelization can amortize the majority of this cost. Hence, these numbers involve 1-3 textures per pixel (Fig. 1c).Item Illumination-Guided Furniture Layout Optimization(The Eurographics Association and John Wiley & Sons Ltd., 2020) Vitsas, Nick; Papaioannou, Georgios; Gkaravelis, Anastasios; Vasilakis, Andreas-Alexandros; Panozzo, Daniele and Assarsson, UlfLighting plays a very important role in interior design. However, in the specific problem of furniture layout recommendation, illumination has been either neglected or addressed with empirical or very simplified solutions. The effectiveness of a particular layout in its expected task performance can be greatly affected by daylighting and artificial illumination in a non-trivial manner. In this paper, we introduce a robust method for furniture layout optimization guided by illumination constraints. The method takes into account all dominant light sources, such as sun light, skylighting and fixtures, while also being able to handle movable light emitters. For this task, the method introduces multiple generic illumination constraints and physically-based light transport estimators, operating alongside typical geometric design guidelines, in a unified manner. We demonstrate how to produce furniture arrangements that comply with important safety, comfort and efficiency illumination criteria, such as glare suppression, under complex light-environment interactions, which are very hard to handle using empirical or simplified models.Item Stratified Markov Chain Monte Carlo Light Transport(The Eurographics Association and John Wiley & Sons Ltd., 2020) Gruson, Adrien; West, Rex; Hachisuka, Toshiya; Panozzo, Daniele and Assarsson, UlfMarkov chain Monte Carlo (MCMC) sampling is a powerful approach to generate samples from an arbitrary distribution. The application to light transport simulation allows us to efficiently handle complex light transport such as highly occluded scenes. Since light transport paths in MCMC methods are sampled according to the path contributions over the sampling domain covering the whole image, bright pixels receive more samples than dark pixels to represent differences in the brightness. This variation in the number of samples per pixel is a fundamental property of MCMC methods. This property often leads to uneven convergence over the image, which is a notorious and fundamental issue of any MCMC method to date. We present a novel stratification method of MCMC light transport methods. Our stratification method, for the first time, breaks the fundamental limitation that the number of samples per pixel is uncontrollable. Our method guarantees that every pixel receives a specified number of samples by running a single Markov chain per pixel. We rely on the fact that different MCMC processes should converge to the same result when the sampling domain and the integrand are the same. We thus subdivide an image into multiple overlapping tiles associated with each pixel, run an independent MCMC process in each of them, and then align all of the tiles such that overlapping regions match. This can be formulated as an optimization problem similar to the reconstruction step for gradient-domain rendering. Further, our method can exploit the coherency of integrands among neighboring pixels via coherent Markov chains and replica exchange. Images rendered with our method exhibit much more predictable convergence compared to existing MCMC methods.Item Combinatorial Construction of Seamless Parameter Domains(The Eurographics Association and John Wiley & Sons Ltd., 2020) Zhou, Jiaran; Tu, Changhe; Zorin, Denis; Campen, Marcel; Panozzo, Daniele and Assarsson, UlfThe problem of seamless parametrization of surfaces is of interest in the context of structured quadrilateral mesh generation and spline-based surface approximation. It has been tackled by a variety of approaches, commonly relying on continuous numerical optimization to ultimately obtain suitable parameter domains. We present a general combinatorial seamless parameter domain construction, free from the potential numerical issues inherent to continuous optimization techniques in practice. The domains are constructed as abstract polygonal complexes which can be embedded in a discrete planar grid space, as unions of unit squares. We ensure that the domain structure matches any prescribed parametrization singularities (cones) and satisfies seamlessness conditions. Surfaces of arbitrary genus are supported. Once a domain suitable for a given surface is constructed, a seamless and locally injective parametrization over this domain can be obtained using existing planar disk mapping techniques, making recourse to Tutte's classical embedding theorem.Item An Efficient Transport Estimator for Complex Layered Materials(The Eurographics Association and John Wiley & Sons Ltd., 2020) Gamboa, Luis E.; Gruson, Adrien; Nowrouzezahrai, Derek; Panozzo, Daniele and Assarsson, UlfLayered materials capture subtle, realistic reflection behaviors that traditional single-layer models lack. Much of this is due to the complex subsurface light transport at the interfaces of - and in the media between - layers. Rendering with these materials can be costly, since we must simulate these transport effects at every evaluation of the underlying reflectance model. Rendering an image requires thousands of such evaluations, per pixel. Recent work treats this complexity by introducing significant approximations, requiring large precomputed datasets per material, or simplifying the light transport simulations within the materials. Even the most effective of these methods struggle with the complexity induced by high-frequency variation in reflectance parameters and micro-surface normal variation, as well as anisotropic volumetric scattering between the layer interfaces. We present a more efficient, unbiased estimator for light transport in such general, complex layered appearance models. By conducting an analysis of the types of transport paths that contribute most to the aggregate reflectance dynamics, we propose an effective and unbiased path sampling method that reduces variance in the reflectance evaluations. Our method additionally supports reflectance importance sampling, does not rely on any precomputation, and so integrates readily into existing renderers. We consistently outperform the state-of-the-art by ~2-6x in equal-quality (i.e., equal error) comparisons.Item Simulation of Dendritic Painting(The Eurographics Association and John Wiley & Sons Ltd., 2020) Canabal, José A.; Otaduy, Miguel A.; Kim, Byungmoon; Echevarria, Jose; Panozzo, Daniele and Assarsson, UlfWe present a new system for interactive dendritic painting. Dendritic painting is characterized by the unique and intricate branching patterns that grow from the interaction of inks, solvents and medium. Painting sessions thus become very dynamic and experimental. To achieve a compelling simulation of this painting technique we introduce a new Reaction-Diffusion model with carefully designed terms to allow natural interactions in a painting context. We include additional user control not possible in the real world to guide and constrain the growth of the patterns in expressive ways. Our multi-field model is able to capture and simulate all these complex phenomena efficiently in real time, expanding the tools available to the digital artist, while producing compelling animations for motion graphics.Item Binary Ostensibly-Implicit Trees for Fast Collision Detection(The Eurographics Association and John Wiley & Sons Ltd., 2020) Chitalu, Floyd M.; Dubach, Christophe; Komura, Taku; Panozzo, Daniele and Assarsson, UlfWe present a simple, efficient and low-memory technique, targeting fast construction of bounding volume hierarchies (BVH) for broad-phase collision detection. To achieve this, we devise a novel representation of BVH trees in memory. We develop a mapping of the implicit index representation to compact memory locations, based on simple bit-shifts, to then construct and evaluate bounding volume test trees (BVTT) during collision detection with real-time performance. We model the topology of the BVH tree implicitly as binary encodings which allows us to determine the nodes missing from a complete binary tree using the binary representation of the number of missing nodes. The simplicity of our technique allows for fast hierarchy construction achieving over 6x speedup over the state-of-the-art. Making use of these characteristics, we show that not only it is feasible to rebuild the BVH at every frame, but that using our technique, it is actually faster than refitting and more memory efficient.Item Robust Shape Collection Matching and Correspondence from Shape Differences(The Eurographics Association and John Wiley & Sons Ltd., 2020) Cohen, Aharon; Ben-Chen, Mirela; Panozzo, Daniele and Assarsson, UlfWe propose a method to automatically match two shape collections with a similar shape space structure, e.g. two characters in similar poses, and compute the inter-maps between the collections. Given the intra-maps in each collection, we extract the corresponding shape difference operators, and use them to construct an embedding of the shape space of each collection. We then align the two shape spaces, and use the knowledge gained from the alignment to compute the inter-maps. Unlike existing approaches for collection alignment, our method is applicable to small and large collections alike, and requires no parameter tuning. Furthermore, unlike most approaches for non-isometric correspondence, our method uses solely the variation within the collection to extract the inter-maps, and therefore does not require landmarks, descriptors or any additional input. We demonstrate that we achieve high matching accuracy rates, and compute high quality maps on non-isometric shapes, which compare favorably with automatic state-of-the-art methods for non-isometric shape correspondence.Item Persistence Analysis of Multi-scale Planar Structure Graph in Point Clouds(The Eurographics Association and John Wiley & Sons Ltd., 2020) Lejemble, Thibault; Mura, Claudio; Barthe, Loïc; Mellado, Nicolas; Panozzo, Daniele and Assarsson, UlfModern acquisition techniques generate detailed point clouds that sample complex geometries. For instance, we are able to produce millimeter-scale acquisition of whole buildings. Processing and exploring geometrical information within such point clouds requires scalability, robustness to acquisition defects and the ability to model shapes at different scales. In this work, we propose a new representation that enriches point clouds with a multi-scale planar structure graph. We define the graph nodes as regions computed with planar segmentations at increasing scales and the graph edges connect regions that are similar across scales. Connected components of the graph define the planar structures present in the point cloud within a scale interval. For instance, with this information, any point is associated to one or several planar structures existing at different scales. We then use topological data analysis to filter the graph and provide the most prominent planar structures. Our representation naturally encodes a large range of information. We show how to efficiently extract geometrical details (e.g. tiles of a roof), arrangements of simple shapes (e.g. steps and mean ramp of a staircase), and large-scale planar proxies (e.g. walls of a building) and present several interactive tools to visualize, select and reconstruct planar primitives directly from raw point clouds. The effectiveness of our approach is demonstrated by an extensive evaluation on a variety of input data, as well as by comparing against state-of-the-art techniques and by showing applications to polygonal mesh reconstruction.Item Optimizing Object Decomposition to Reduce Visual Artifacts in 3D Printing(The Eurographics Association and John Wiley & Sons Ltd., 2020) Filoscia, Irene; Alderighi, Thomas; Giorgi, Daniela; Malomo, Luigi; Callieri, Marco; Cignoni, Paolo; Panozzo, Daniele and Assarsson, UlfWe propose a method for the automatic segmentation of 3D objects into parts which can be individually 3D printed and then reassembled by preserving the visual quality of the final object. Our technique focuses on minimizing the surface affected by supports, decomposing the object into multiple parts whose printing orientation is automatically chosen. The segmentation reduces the visual impact on the fabricated model producing non-planar cuts that adapt to the object shape. This is performed by solving an optimization problem that balances the effects of supports and cuts, while trying to place both in occluded regions of the object surface. To assess the practical impact of the solution, we show a number of segmented, 3D printed and reassembled objects.Item Interactive Meso-scale Simulation of Skyscapes(The Eurographics Association and John Wiley & Sons Ltd., 2020) Vimont, Ulysse; Gain, James; Lastic, Maud; Cordonnier, Guillaume; Abiodun, Babatunde; Cani, Marie-Paule; Panozzo, Daniele and Assarsson, UlfAlthough an important component of natural scenes, the representation of skyscapes is often relatively simplistic. This can be largely attributed to the complexity of the thermodynamics underpinning cloud evolution and wind dynamics, which make interactive simulation challenging.We address this problem by introducing a novel layered model that encompasses both terrain and atmosphere, and supports efficient meteorological simulations. The vertical and horizontal layer resolutions can be tuned independently, while maintaining crucial inter-layer thermodynamics, such as convective circulation and land-air transfers of heat and moisture. In addition, we introduce a cloud-form taxonomy for clustering, classifying and upsampling simulation cells to enable visually plausible, finely-sampled volumetric rendering. As our results demonstrate, this pipeline allows interactive simulation followed by up-sampled rendering of extensive skyscapes with dynamic clouds driven by consistent wind patterns. We validate our method by reproducing characteristic phenomena such as diurnal shore breezes, convective cells that contribute to cumulus cloud formation, and orographic effects from moist air driven upslope.Item Style-Controllable Speech-Driven Gesture Synthesis Using Normalising Flows(The Eurographics Association and John Wiley & Sons Ltd., 2020) Alexanderson, Simon; Henter, Gustav Eje; Kucherenko, Taras; Beskow, Jonas; Panozzo, Daniele and Assarsson, UlfAutomatic synthesis of realistic gestures promises to transform the fields of animation, avatars and communicative agents. In off-line applications, novel tools can alter the role of an animator to that of a director, who provides only high-level input for the desired animation; a learned network then translates these instructions into an appropriate sequence of body poses. In interactive scenarios, systems for generating natural animations on the fly are key to achieving believable and relatable characters. In this paper we address some of the core issues towards these ends. By adapting a deep learning-based motion synthesis method called MoGlow, we propose a new generative model for generating state-of-the-art realistic speech-driven gesticulation. Owing to the probabilistic nature of the approach, our model can produce a battery of different, yet plausible, gestures given the same input speech signal. Just like humans, this gives a rich natural variation of motion. We additionally demonstrate the ability to exert directorial control over the output style, such as gesture level, speed, symmetry and spacial extent. Such control can be leveraged to convey a desired character personality or mood. We achieve all this without any manual annotation of the data. User studies evaluating upper-body gesticulation confirm that the generated motions are natural and well match the input speech. Our method scores above all prior systems and baselines on these measures, and comes close to the ratings of the original recorded motions. We furthermore find that we can accurately control gesticulation styles without unnecessarily compromising perceived naturalness. Finally, we also demonstrate an application of the same method to full-body gesticulation, including the synthesis of stepping motion and stance.Item Interactive Modeling of Cellular Structures on Surfaces with Application to Additive Manufacturing(The Eurographics Association and John Wiley & Sons Ltd., 2020) Stadlbauer, Pascal; Mlakar, Daniel; Seidel, Hans-Peter; Steinberger, Markus; Zayer, Rhaleb; Panozzo, Daniele and Assarsson, UlfThe rich and evocative patterns of natural tessellations endow them with an unmistakable artistic appeal and structural properties which are echoed across design, production, and manufacturing. Unfortunately, interactive control of such patterns-as modeled by Voronoi diagrams, is limited to the simple two dimensional case and does not extend well to freeform surfaces. We present an approach for direct modeling and editing of such cellular structures on surface meshes. The overall modeling experience is driven by a set of editing primitives which are efficiently implemented on graphics hardware. We feature a novel application for 3D printing on modern support-free additive manufacturing platforms. Our method decomposes the input surface into a cellular skeletal structure which hosts a set of overlay shells. In this way, material saving can be channeled to the shells while structural stability is channeled to the skeleton. To accommodate the available printer build volume, the cellular structure can be further split into moderately sized parts. Together with shells, they can be conveniently packed to save on production time. The assembly of the printed parts is streamlined by a part numbering scheme which respects the geometric layout of the input model.Item Accurate Real-time 3D Gaze Tracking Using a Lightweight Eyeball Calibration(The Eurographics Association and John Wiley & Sons Ltd., 2020) Wen, Quan; Bradley, Derek; Beeler, Thabo; Park, Seonwook; Hilliges, Otmar; Yong, Jun-Hai; Xu, Feng; Panozzo, Daniele and Assarsson, Ulf3D gaze tracking from a single RGB camera is very challenging due to the lack of information in determining the accurate gaze target from a monocular RGB sequence. The eyes tend to occupy only a small portion of the video, and even small errors in estimated eye orientations can lead to very large errors in the triangulated gaze target. We overcome these difficulties with a novel lightweight eyeball calibration scheme that determines the user-specific visual axis, eyeball size and position in the head. Unlike the previous calibration techniques, we do not need the ground truth positions of the gaze points. In the online stage, gaze is tracked by a new gaze fitting algorithm, and refined by a 3D gaze regression method to correct for bias errors. Our regression is pre-trained on several individuals and works well for novel users. After the lightweight one-time user calibration, our method operates in real time. Experiments show that our technique achieves state-of-the-art accuracy in gaze angle estimation, and we demonstrate applications of 3D gaze target tracking and gaze retargeting to an animated 3D character.Item Invertible Paradoxic Loop Structures for Transformable Design(The Eurographics Association and John Wiley & Sons Ltd., 2020) Li, Zijia; Nawratil, Georg; Rist, Florian; Hensel, Michael; Panozzo, Daniele and Assarsson, UlfWe present an interactive tool compatible with existing software (Rhino/Grasshopper) to design ring structures with a paradoxic mobility, which are self-collision-free over the complete motion cycle. Our computational approach allows non-expert users to create these invertible paradoxic loops with six rotational joints by providing several interactions that facilitate design exploration. In a first step, a rational cubic motion is shaped either by means of a four pose interpolation procedure or a motion evolution algorithm. By using the representation of spatial displacements in terms of dual-quaternions, the associated motion polynomial of the resulting motion can be factored in several ways, each corresponding to a composition of three rotations. By combining two suitable factorizations, an arrangement of six rotary axes is achieved, which possesses a 1-parametric mobility. In the next step, these axes are connected by links in a way that the resulting linkage is collision-free over the complete motion cycle. Based on an algorithmic solution for this problem, collision-free design spaces of the individual links are generated in a post-processing step. The functionality of the developed design tool is demonstrated in the context of an architectural and artistic application studied in a master-level studio course. Two results of the performed design experiments were fabricated by the use of computer-controlled machines to achieve the necessary accuracy ensuring the mobility of the models.Item Efficient Minimum Distance Computation for Solids of Revolution(The Eurographics Association and John Wiley & Sons Ltd., 2020) Son, Sang-Hyun; Yoon, Seung-Hyun; Kim, Myung-Soo; Elber, Gershon; Panozzo, Daniele and Assarsson, UlfWe present a highly efficient algorithm for computing the minimum distance between two solids of revolution, each of which is defined by a planar cross-section region and a rotation axis. The boundary profile curve for the cross-section is first approximated by a bounding volume hierarchy (BVH) of fat arcs. By rotating the fat arcs around the axis, we generate the BVH of fat tori that bounds the surface of revolution. The minimum distance between two solids of revolution is then computed very efficiently using the distance between fat tori, which can be boiled down to the minimum distance computation for circles in the three-dimensional space. Our circle-based approach to the solids of revolution has distinctive features of geometric simplification. The main advantage is in the effectiveness of our approach in handling the complex cases where the minimum distance is obtained in non-convex regions of the solids under consideration. Though we are dealing with a geometric problem for solids, the algorithm actually works in a computational style similar to that of handling planar curves. Compared with conventional BVH-based methods, our algorithm demonstrates outperformance in computing speed, often 10-100 times faster. Moreover, the minimum distance can be computed very efficiently for the solids of revolution under deformation, where the dynamic reconstruction of fat arcs dominates the overall computation time and takes a few milliseconds.Item Prefilters for Sharp Image Display(The Eurographics Association and John Wiley & Sons Ltd., 2020) Rocha, LuÃs Cláudio Gouveia; Oliveira, Manuel M.; Gastal, Eduardo S. L.; Panozzo, Daniele and Assarsson, UlfIn this paper we use a simplified model of the human visual system to explain why humans tend do prefer ''sharpened'' digital images. From this model we then derive a family of image prefilters specifically adapted to viewing conditions and user preference, allowing for the trade-off between ringing and aliasing while maximizing image sharpness. We discuss how our filters can be applied in a variety of situations ranging from Monte Carlo rendering to image downscaling, and we show how they consistently give sharper results while having an efficient implementation and ease of use (there are no free parameters that require manual tuning). We demonstrate the effectiveness of our simple sharp prefilters through a user study that indicates a clear preference to our approach compared to the state-of-the-art.Item Fast and Robust Stochastic Structural Optimization(The Eurographics Association and John Wiley & Sons Ltd., 2020) Cui, Qiaodong; Langlois, Timothy; Sen, Pradeep; Kim, Theodore; Panozzo, Daniele and Assarsson, UlfStochastic structural analysis can assess whether a fabricated object will break under real-world conditions. While this approach is powerful, it is also quite slow, which has previously limited its use to coarse resolutions (e.g., 26x34x28). We show that this approach can be made asymptotically faster, which in practice reduces computation time by two orders of magnitude, and allows the use of previously-infeasible resolutions. We achieve this by showing that the probability gradient can be computed in linear time instead of quadratic, and by using a robust new scheme that stabilizes the inertia gradients used by the optimization. Additionally, we propose a constrained restart method that deals with local minima, and a sheathing approach that further reduces the weight of the shape. Together, these components enable the discovery of previously-inaccessible designs.Item Computational Design and Optimization of Non-Circular Gears(The Eurographics Association and John Wiley & Sons Ltd., 2020) Xu, Hao; Fu, Tianwen; Song, Peng; Zhou, Mingjun; Fu, Chi-Wing; Mitra, Niloy J.; Panozzo, Daniele and Assarsson, UlfWe study a general form of gears known as non-circular gears that can transfer periodic motion with variable speed through their irregular shapes and eccentric rotation centers. To design functional non-circular gears is nontrivial, since the gear pair must have compatible shape to keep in contact during motion, so the driver gear can push the follower to rotate via a bounded torque that the motor can exert. To address the challenge, we model the geometry, kinematics, and dynamics of non-circular gears, formulate the design problem as a shape optimization, and identify necessary independent variables in the optimization search. Taking a pair of 2D shapes as inputs, our method optimizes them into gears by locating the rotation center on each shape, minimally modifying each shape to form the gear's boundary, and constructing appropriate teeth for gear meshing. Our optimized gears not only resemble the inputs but can also drive the motion with relatively small torque. We demonstrate our method's usability by generating a rich variety of non-circular gears from various inputs and 3D printing several of them.Item Displacement-Correlated XFEM for Simulating Brittle Fracture(The Eurographics Association and John Wiley & Sons Ltd., 2020) Chitalu, Floyd M.; Miao, Qinghai; Subr, Kartic; Komura, Taku; Panozzo, Daniele and Assarsson, UlfWe present a remeshing-free brittle fracture simulation method under the assumption of quasi-static linear elastic fracture mechanics (LEFM). To achieve this, we devise two algorithms. First, we develop an approximate volumetric simulation, based on the extended Finite Element Method (XFEM), to initialize and propagate Lagrangian crack-fronts. We model the geometry of fracture explicitly as a surface mesh, which allows us to generate high-resolution crack surfaces that are decoupled from the resolution of the deformation mesh. Our second contribution is a mesh cutting algorithm, which produces fragments of the input mesh using the fracture surface. We do this by directly operating on the half-edge data structures of two surface meshes, which enables us to cut general surface meshes including those of concave polyhedra and meshes with abutting concave polygons. Since we avoid triangulation for cutting, the connectivity of the resulting fragments is identical to the (uncut) input mesh except at edges introduced by the cut. We evaluate our simulation and cutting algorithms and show that they outperform state-of-the-art approaches both qualitatively and quantitatively.