25-Issue 3
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Item Silhouette Extraction in Hough Space(The Eurographics Association and Blackwell Publishing, Inc, 2006) Olson, Matt; Zhang , HaoObject-space silhouette extraction is an important problem in fields ranging from non-photorealistic computer graphics to medical robotics. We present an efficient silhouette extractor for triangle meshes under perspective projection and make three contributions. First, we describe a novel application of 3D Hough transforms, which allows us to organize mesh data more effectively for silhouette computations than the traditional dual transform. Next, we introduce an incremental silhouette update algorithm which operates on an octree augmented with neighbour information and optimized for efficient low-level traversal. Finally, we present a method for initial extraction of silhouette, using the same data structure, whose performance is linear in the size of the extracted silhouette. We demonstrate significant performance improvements given by our approach over the current state of the art.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Three-Dimensional Graphics and Realism]: Visible line/surface algorithmsItem Enhancing the Interactive Visualization of Procedurally Encoded Multifield Data with Ellipsoidal Basis Functions(The Eurographics Association and Blackwell Publishing, Inc, 2006) Jang, Yun; Botchen, Ralf P.; Lauser, Andreas; Ebert, David S.; Gaither, Kelly P.; Ertl, ThomasFunctional approximation of scattered data is a popular technique for compactly representing various types of datasets in computer graphics, including surface, volume, and vector datasets. Typically, sums of Gaussians or similar radial basis functions are used in the functional approximation and PC graphics hardware is used to quickly evaluate and render these datasets. Previously, researchers presented techniques for spatially-limited spherical Gaussian radial basis function encoding and visualization of volumetric scalar, vector, and multifield datasets. While truncated radially symmetric basis functions are quick to evaluate and simple for encoding optimization, they are not the most appropriate choice for data that is not radially symmetric and are especially problematic for representing linear, planar, and many non-spherical structures. Therefore, we have developed a volumetric approximation and visualization system using ellipsoidal Gaussian functions which provides greater compression, and visually more accurate encodings of volumetric scattered datasets. In this paper, we extend previous work to use ellipsoidal Gaussians as basis functions, create a rendering system to adapt these basis functions to graphics hardware rendering, and evaluate the encoding effectiveness and performance for both spherical Gaussians and ellipsoidal Gaussians.Categories and Subject Descriptors (according to ACMCCS): I.3.3 [Computer Graphics]: Scientific Visualization, Ellipsoidal Basis Functions, Functional Approximation, Texture AdvectionItem Tuning Subdivision by Minimising Gaussian Curvature Variation Near Extraordinary Vertices(The Eurographics Association and Blackwell Publishing, Inc, 2006) Augsdoerfer, U.H.; Dodgson, N.A.; Sabin, M.A.We present a method for tuning primal stationary subdivision schemes to give the best possible behaviour near extraordinary vertices with respect to curvature variation.Current schemes lead to a limit surface around extraordinary vertices for which the Gaussian curvature diverges, as demonstrated by Karciauskas et al. [KPR04]. Even when coefficients are chosen such that the subsubdominant eigenvalues, , equal the square of the subdominant eigenvalue,, of the subdivision matrix [DS78] there is still variation in the curvature of the subdivision surface around the extraordinary vertex as shown in recent work by Peters and Reif [PR04] illustrated by Karciauskas et al. [KPR04].In our tuning method we optimise within the space of subdivision schemes with bounded curvature to minimise this variation in curvature around the extraordinary vertex. To demonstrate our method we present results for the Catmull-Clark [CC78], 4-8 [Vel01, VZ01] and 4-3 [PS03] subdivision schemes. We compare our results to previous work on the tuning of these schemes and show that the coefficients derived with this method give a significantly smaller curvature variation around extraordinary vertices.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling, I.3.6 [Computer Graphics]: Methodology and TechniquesItem Data Preparation for Real-time High Quality Rendering of Complex Models(The Eurographics Association and Blackwell Publishing, Inc, 2006) Klein, ReinhardThe capability of current 3D acquisition systems to digitize the geometry reflection behaviour of objects as well as the sophisticated application of CAD techniques lead to rapidly growing digital models which pose new challenges for interaction and visualization. Due to the sheer size of the geometry as well as the texture and reflection data which are often in the range of several gigabytes, efficient techniques for analyzing, compressing and rendering are needed. In this talk I will present some of the research we did in our graphics group over the past years motivated by industrial partners in order to automate the data preparation step and allow for real-time high quality rendering e.g. in the context of VR-applications. Strength and limitations of the different techniques will be discussed and future challenges will be identified. The presentation will go along with live demonstrations.Item Texture Adaptation for Progressive Meshes(The Eurographics Association and Blackwell Publishing, Inc, 2006) Chen, Chih-Chun; Chuang, Jung-HongLevel-of-detail modeling is a vital representation for real-time applications. To support texture mapping progressive meshes (PM), we usually allow the whole PM sequence to share a common texture map. Although such a common texture map can be derived by using appropriate mesh parameterizations that consider the minimization of geometry stretch, texture stretch, or even the texture deviation introduced by edge collapses, we have found that even with a well parameterized texture map, the texture mapped PM still reveals apparent texture distortion due to geometry changes and the nature of linear interpolation used by texture mapping hardware. In this paper, we propose a novel, simple, and efficient approach that adapts texture content for each edge collapse, aiming to eliminate texture distortion. A texture adaptation and its inverse are local and incremental operations that can be fully supported by texture mapping hardware, the render-to-texture feature, and the fragment shader. Once the necessary correspondence in the partition of texture space is built during the course of PM construction, the texture adaptation or its inverse can be applied on the fly before rendering the simplified or refined model with texture map. We also propose the mechanism of indexing mapping to reduce blurred artifacts due to under-sampling that might be introduced by texture adaptation.Keywords: texture mapping progressive meshes, mesh simplification, mesh parameterization, texture distortion Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Color, shading, shadowing, and textureItem Direct (Re)Meshing for Efficient Surface Processing(The Eurographics Association and Blackwell Publishing, Inc, 2006) Schreiner, John; Scheidegger, Carlos E.; Fleishman, Shachar; Silva, Claudio T.We propose a novel surface remeshing algorithm. While many remeshing algorithms are based on global parametrization or local mesh optimization, our algorithm is closely related to surface reconstruction techniques and it requires no explicit parameterization. Our approach is based on the advancing-front paradigm, and it can be used to both incrementally remesh the complete surface, or simply to remesh a portion of it with a high-quality mesh. It is accurate, fast, robust, and suitable for use with interactive mesh processing applications that require local remeshing. We show a number of applications, including matching the resolution of meshes when doing Boolean operations such as unions and intersections. We also show how to adapt the algorithm to blend and merge mixed-mode objects - for example, to compute the union of a point-set surface and a triangle mesh.Item Dancing-to-Music Character Animation(The Eurographics Association and Blackwell Publishing, Inc, 2006) Shiratori, Takaaki; Nakazawa, Atsushi; Ikeuchi, KatsushiIn computer graphics, considerable research has been conducted on realistic human motion synthesis. However, most research does not consider human emotional aspects, which often strongly affect human motion. This paper presents a new approach for synthesizing dance performance matched to input music, based on the emotional aspects of dance performance. Our method consists of a motion analysis, a music analysis, and a motion synthesis based on the extracted features. In the analysis steps, motion and music feature vectors are acquired. Motion vectors are derived from motion rhythm and intensity, while music vectors are derived from musical rhythm, structure, and intensity. For synthesizing dance performance, we first find candidate motion segments whose rhythm features are matched to those of each music segment, and then we find the motion segment set whose intensity is similar to that of music segments. Additionally, our system supports having animators control the synthesis process by assigning desired motion segments to the specified music segments. The experimental results indicate that our method actually creates dance performance as if a character was listening and expressively dancing to the music.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Animation; J.5 [Arts and Humanities]: Performing Arts MusicItem An Improved Physically-Based Soft Shadow Volume Algorithm(The Eurographics Association and Blackwell Publishing, Inc, 2006) Lehtinen, Jaakko; Laine, Samuli; Aila, TimoWe identify and analyze several performance problems in a state-of-the-art physically-based soft shadow volume algorithm, and present an improved method that alleviates these problems by replacing an overly conservative spatial acceleration structure by a more efficient one. The new technique consistently outperforms both the previous method and a ray tracing-based reference solution in several realistic situations while retaining the correctness of the solution and other desirable characteristics of the previous method. These include the unintrusiveness of the original algorithm, meaning that our method can be used as a black-box shadow solver in any offline renderer without requiring multiple passes over the image or other special accommodation. We achieve speedup factors from 1.6 to 12.3 when compared to the previous method.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Three-Dimensional Graphics and Realism]: ShadowingItem Preface(The Eurographics Association and Blackwell Publishing, Inc, 2006)Item Towards a Unified Dynamical Solver for Computer Graphics(The Eurographics Association and Blackwell Publishing, Inc, 2006) Stam, JosIn this talk I will present some research I have done over the past few years in developing a unified dynamical solver for computer graphics. Currently many solvers are specialized for a given phenomenon such as fluid flow, cloth, rigid bodies, hair, etc. Having these different solvers interact is sometimes problematic. We propose to model all matter as a linked particle system having the topology of a simplicial complex. The dynamical complex evolves due to external forces like gravity and constraints such as collisions and internal deformation energies. We use a solution scheme that iteratively updates the velocities to achieve all constraints. Key to the stability of our system is to interleave the solve for the different constraints. The talk will cover the main ideas and ingredients of our solver and will be accompanied with live demonstrations.Item Reflected-Scene Impostors for Realistic Reflections at Interactive Rates(The Eurographics Association and Blackwell Publishing, Inc, 2006) Popescu, Voicu; Mei, Chunhui; Dauble, Jordan; Sacks, ElishaWe present a technique for rendering reflections on complex reflectors at interactive rates based on approximating the geometry of the reflected scene with impostors. The reflections correctly convey the distance to the reflector surface and provide motion parallax. Two types of impostors are adapted to the reflections framework: billboards and depth maps. Billboards remove most of the problems of environment mapped reflections at only a small additional cost. Second order reflections are supported by introducing reflective billboards. Higher quality reflections that provide motion parallax within a reflected object are obtained by approximating the reflective geometry with depth maps. The computation of the intersection between a reflected ray and a depth map is accelerated by leveraging epipolar constraints. Like environment mapping, our technique does not pose any restriction on the geometry of the reflector, supports dynamic scenes, and runs at interactive rates with the help of graphics hardware.Categories and Subject Descriptors (ACM CCS): I.3.3. [Computer Graphics]-Three-Dimensional Graphics and Realism.Item Semantic Photo Synthesis(The Eurographics Association and Blackwell Publishing, Inc, 2006) Johnson, M.; Brostow, G. J.; Shotton, J.; Arandjelovic, O.; Kwatra, V.; Cipolla, R.Composite images are synthesized from existing photographs by artists who make concept art, e.g., storyboards for movies or architectural planning. Current techniques allow an artist to fabricate such an image by digitally splicing parts of stock photographs. While these images serve mainly to quickly convey how a scene should look, their production is laborious. We propose a technique that allows a person to design a new photograph with substantially less effort. This paper presents a method that generates a composite image when a user types in nouns, such as boat and sand. The artist can optionally design an intended image by specifying other constraints. Our algorithm formulates the constraints as queries to search an automatically annotated image database. The desired photograph, not a collage, is then synthesized using graph-cut optimization, optionally allowing for further user interaction to edit or choose among alternative generated photos. An implementation of our approach, shown in the associated video, demonstrates our contributions of (1) a method for creating specific images with minimal human effort, and (2) a combined algorithm for automatically building an image library with semantic annotations from any photo collection.Item Creating Face Models from Vague Mental Images(The Eurographics Association and Blackwell Publishing, Inc, 2006) Blanz, V.; Albrecht, I.; Haber, J.; Seidel, H.-P.We present a novel approach to create plausible 3D face models from vague recollections or incomplete descriptions. This task plays an important role in police work, where composite facial images of suspects need to be created from vague descriptions given by the eyewitnesses of an incident.Our approach is based on a morphable model of 3D faces and takes into account correlations among facial features based on human anatomy and ethnicity. Using these correlations, unspecified parts of the target face are automatically completed to yield a coherent face model. The system uses a novel paradigm for navigating face space and provides high-level control of facial attributes as well as the possibility to import facial features from a database. In addition, the user can specify a set of attribute constraints that are used to restrict the target face to a residual subspace. These constraints can also be enforced on the example faces in the database, bringing their appearance closer to the mental image of the user, and thus avoiding confusing exposure to entirely different faces. We also propose a novel approach for adapting the system to local populations based on additional image databases that are converted into our 3D representation by automated shape reconstruction.We demonstrate the applicability of our system in a simulated forensic scenario and compare our results with those obtained by a professional forensic artist using state-of-the-art software for creating composite images in police work.Categories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques-Interaction techniques I.4.10 [Image Processing and Computer Vision]: Image Representation-Hierarchical, Multidimensional, Statistical J.m [Computer Applications]: Miscellaneous-Forensic SciencesItem Opacity Peeling for Direct Volume Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2006) Rezk-Salama, Christof; Kolb, AndreasThe most important technique to visualize 3D scalar data, as they arise e.g. in medicine from tomographic measurement, is direct volume rendering. A transfer function maps the scalar values to optical properties which are used to solve the integral of light transport in participating media. Many medical data sets, especially MRI data, however, are difficult to visualize due to different tissue types being represented by the same scalar value. The main problem is that interesting structures will be occluded by less important structures because they share the same range of data values. Occlusion, however, is a view-dependent problem and cannot be solved easily by transfer function design. This paper proposes a new method to display different entities inside the volume data in a single rendering pass. The proposed opacity peeling technique reveals structures in the data set that cannot be visualized directly by one-or multi-dimensional transfer functions without explicit segmentation. We also demonstrate real-time implementations using texture mapping and multiple render targets.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and RealismItem Sweep-based Freeform Deformations(The Eurographics Association and Blackwell Publishing, Inc, 2006) Yoon, Seung-Hyun; Kim, Myung-SooWe propose a sweep-based approach to the freeform deformation of three-dimensional objects. Instead of using a volume enclosing the whole object, we approximate only its deformable parts using sweep surfaces. The vertices on the object boundary are bound to the sweep surfaces and follow their deformation. Several sweep surfaces can be organized into a hierarchy so that they interact with each other in a controlled manner. Thus we can support intuitively plausible shape deformation of objects of arbitrary topology with multiple control handles. A sweep-based approach also provides important advantages such as volume preservation. We demonstrate the effectiveness of our technique in several examples.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computational Geometry and Object Modeling]: Curve, surface, solid, and object representationsItem A Primer on Topological Persistence(The Eurographics Association and Blackwell Publishing, Inc, 2006) Edelsbrunner, HerbertThe idea of topological persistence is to look at homological features that persist along a nested sequence of topo-logical spaces. As a typical example, we may take the sequence of sublevel sets of a function. The combinatorial characterization of persistence in terms of pairs of critical values and fast algorithms computing these pairs make this idea practical and useful in dealing with the pervasive phenomenon of noise in geometric and visual data. This talk will1. recall the relatively short history of persistence and some of its older roots;2. introduce the concept intuitively while pointing out where algebra is needed to solidify the more difficult steps;3. discuss a few applications to give a feeling of the potential of the method in dealing with noise and scale.Besides the initial concept, the talk will touch upon recent extensions and their motivation.Item Multiresolution Random Accessible Mesh Compression(The Eurographics Association and Blackwell Publishing, Inc, 2006) Kim, Junho; Choe, Sungyul; Lee, SeungyongThis paper presents a novel approach for mesh compression, which we call multiresolution random accessible mesh compression. In contrast to previous mesh compression techniques, the approach enables us to progressively decompress an arbitrary portion of a mesh without decoding other non-interesting parts. This simultaneous support of random accessibility and progressiveness is accomplished by adapting selective refinement of a multiresolution mesh to the mesh compression domain. We present a theoretical analysis of our connectivity coding scheme and provide several experimental results. The performance of our coder is about 11 bits for connectivity and 21 bits for geometry with 12-bit quantization, which can be considered reasonably good under the constraint that no fixed neighborhood information can be used for coding to support decompression in a random order.Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object ModelingItem Wrinkling Coarse Meshes on the GPU(The Eurographics Association and Blackwell Publishing, Inc, 2006) Loviscach, J.The simulation of complex layers of folds of cloth can be handled through algorithms which take the physical dynamics into account. In many cases, however, it is sufficient to generate wrinkles on a piece of garment which mostly appears spread out. This paper presents a corresponding fully GPU-based, easy-to-control, and robust method to generate and render plausible and detailed folds. This simulation is generated from an animated mesh. A relaxation step ensures that the behavior remains globally consistent. The resulting wrinkle field controls the lighting and distorts the texture in a way which closely simulates an actually deformed surface. No highly tessellated mesh is required to compute the position of the folds or to render them. Furthermore, the solution provides a 3D paint interface through which the user may bias the computation in such a way that folds already appear in the rest pose.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation, I.3.7 [Computer Graphics]: Color, shading, shadowing, and textureItem C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2006) Gobbetti, E.; Marton, F.; Cignoni, P.; Di Benedetto, M.; Ganovelli, F.We describe a compressed multiresolution representation for supporting interactive rendering of very large planar and spherical terrain surfaces. The technique, called Compressed Batched Dynamic Adaptive Meshes (C-BDAM), is an extension of the BDAM and P-BDAM chunked level-of-detail hierarchy. In the C-BDAM approach, all patches share the same regular triangulation connectivity and incrementally encode their vertex attributes using a quantized representation of the difference with respect to values predicted from the coarser level. The structure provides a number of benefits: simplicity of data structures, overall geometric continuity for planar and spherical domains, support for variable resolution input data, management of multiple vertex attributes, efficient compression and fast construction times, ability to support maximum-error metrics, real-time decompression and shaded rendering with configurable variable level-of-detail extraction, and runtime detail synthesis. The efficiency of the approach and the achieved compression rates are demonstrated on a number of test cases, including the interactive visualization of a 29 gigasample reconstruction of the whole planet Earth created from high resolution SRTM data.Categories and Subject Descriptors (according toACMCCS): I.3.3 [Computer Graphics]: Picture and Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism.Item Projective Alpha Colour(The Eurographics Association and Blackwell Publishing, Inc, 2006) Willis, PhilipAlpha colours were introduced for image compositing, using a pixel coverage model. Algebraically they resemble homogeneous coordinates, widely used in projective geometry calculations. We show why this is the case. This allows us to extend alpha beyond compositing, to all colour calculations regardless of whether pixels are involved and without the need for a coverage model. Our approach includes multi-channel spectral calculations and removes the need for 7 channel and 6 channel alpha colour operations. It provides a unified explanation of pre-multiplied and non pre-multiplied colours, including negative coordinates and infinite points in colour space. It permits filter and illumination operations. It unifies the three existing significant compositing models in a single framework. It achieves this with a physically-plausible energy basis.Keywords: projective geometry, homogeneous coordinates, image compositing, alpha blending, alpha compositing, colour representation, filtering, spectral colour, projective alpha colour
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