EG2018
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Item A Multifragment Renderer for Material Aging Visualization(The Eurographics Association, 2018) Adamopoulos, Georgios; Moutafidou, Anastasia; Drosou, Anastasios; Tzovaras, Dimitrios; Fudos, Ioannis; Jain, Eakta and Kosinka, JiríPeople involved in curatorial work and in preservation/conservation tasks need to understand exactly the nature of aging and to prevent it with minimal preservation work. In this scenario, it is of extreme importance to have tools to produce and visualize digital representations and models of visual surface appearance and material properties, to help the scientist understand how they evolve over time and under particular environmental conditions. We report on the development of a multifragment renderer for visualizing and combining the results of simulated aging of artwork objects. Several natural aging processes manifest themselves through change of color, fading, deformations or cracks. Furthermore, changes in the materials underneath the visible layers may be detected or simulated.Item Incorporating Visualization Research in Introductory Programming Course: Case Studies(The Eurographics Association, 2018) Kim, Sunghee; Post, Frits and Žára, JiríThe importance of early research experience for undergraduate students has been stressed time and time again. This paper presents three case studies in which non-CS major students could gain a visualization research experience in their first programming course. In all case studies, students were given real climate data to visualize. In the first case study, students visualized spatial correlation between two variables (weather conditions) on a map so that viewers could infer areas in which the two variables were highly correlated in a positive or negative way, or areas with little to no correlation. In the second and third case studies, students generated single variable visualization and multidimensional visualization of two or four variables. In each of the three case studies the students were led through the process of understanding data, exploring different representations, and designing and implementing an agreed-upon visual representation. Increased number of students decided to take the next course in Computer Science compared to previous years without a research project. Feedback from the students suggests that they enjoyed using data they could understand and found the process and the final product rewarding and applicable to projects in their major and courses.Item EUROGRAPHICS 2018: CGF 37-2 STARs Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2018) Hildebrandt, Klaus; Theobalt, Christian; Hildebrandt, Klaus; Theobalt, Christian-Item Smooth Blended Subdivision Shading(The Eurographics Association, 2018) Bakker, Jelle; Barendrecht, Pieter J.; Kosinka, Jiri; Diamanti, Olga and Vaxman, AmirThe concept known as subdivision shading aims at improving the shading of subdivision surfaces. It is based on the subdivision of normal vectors associated with the control net of the surface. By either using the resulting subdivided normal field directly, or blending it with the normal field of the limit surface, renderings of higher visual smoothness can be obtained. In this work we propose a different and more versatile approach to blend the two normal fields, yielding not only better results, but also a proof that our blended normal field is C1.Item Image-Based Information Visualization Tutorial(The Eurographics Association, 2018) Hurter, Christophe; Ritschel, Tobias and Telea, AlexandruWhile many data exploration techniques are based on automatic knowledge extraction, other tools exist where the user plays the central role. This tutorial will report actual use-cases where the user interactively explores datasets and extracts relevant information. These techniques must be interactive enough to insure flexibility data exploration, therefore image-based algorithms propose a suitable solution. These algorithms, processed in parallel by the graphic card, are fast and scalable enough to support interactive big data exploration requirements.Item Audio-driven Emotional Speech Animation(The Eurographics Association, 2018) Charalambous, Constantinos; Yumak, Zerrin; Stappen, A. Frank van der; Jain, Eakta and Kosinka, JiríWe propose a procedural audio-driven speech animation method that takes into account emotional variations in speech. Given any audio with its corresponding speech transcript, the method generates speech animation for any 3D character. The expressive speech model matches the pitch and intensity variations in audio to individual visemes. In addition, we introduce a dynamic co-articulation model that takes into account linguistic rules varying among emotions. We test our approach against two popular speech animation tools and we show that our method surpass them in a perceptual experiment.Item From Spectra to Perceptual Color: Visualization Tools for the Dimensional Reduction Achieved by the Human Color Sense(The Eurographics Association, 2018) Harvey, Joshua S.; Siviour, Clive R.; Smithson, Hannah E.; Jain, Eakta and Kosinka, JiríPhysical colors, defined as unique combinations of photon populations whose wavelengths lie in the visible range, occupy an infinite-dimensional real Hilbert space. Any number of photon populations from the continuous spectrum of monochromatic wavelengths may be present to any positive amount. For normal vision, this space collapses to three dimensions at the retina, with any physical color eliciting just three sensor values corresponding to the excitations of the three classes of cone photoreceptor cells. While there are many mappings and visualizations of three-dimensional perceptual color space, attempts to visualize the relationship between infinite-dimensional physical color space and perceptual space are lacking. We present a visualization framework to illustrate this mathematical relation, using animation and transparency to map multiple physical colors to locations in perceptual space, revealing how the perceptual color solid can be understood as intersecting surfaces and volumes. This framework provides a clear and intuitive illustration of color metamerism.Item Rigid Body Joints in Real-Time Unified Particle Physics(The Eurographics Association, 2018) Lovrovic, Bojan; Mihajlovic, Zeljka; Diamanti, Olga and Vaxman, AmirIn this paper, we propose a physically-based method for a rigid body joint simulation. The proposed solution is based on the unified particle physics engine, a simulator that uses only particles for all the dynamic bodies. Such engines are implemented on the GPU and they simulate fluids, rigid bodies or deform-able materials like cloth or ropes. To support more complex systems like skeletal simulation, we show a joint implementation that is intuitive and unique to this environment. Four types of joints will be shown, as well as the necessary details about the rigid body data structure. This will enable the construction of a popular method called ragdoll. Lastly, a performance measurement and a comparison with alternatives will be given.Item Boundary-aided Human Body Shape and Pose Estimation from a Single Image for Garment Design and Manufacture(The Eurographics Association, 2018) Xu, Zongyi; Zhang, Qianni; Jain, Eakta and Kosinka, JiríCurrent virtual clothing design applications mainly use predefined virtual avatars which are created by professionals. The models are unrealistic as they lack the personalised body shapes and the simulation of human body muscle and soft tissue. To address this problem, we firstly fit the state-of-the-art parametric 3D human body model, SMPL, to 2D joints and boundary of the human body which are detected using CNN methods automatically. Considering the scenario of virtual dressing where people are usually in stable poses, we define a stable pose prior from CMU motion capture (mocap) dataset for further improving accuracy of pose estimation. Accurate estimation of human body shape and poses provides manufacturers and designers with more comprehensive human body measurements, which put a step forwards clothing design and manufacture through Internet.Item Voxel DAGs and Multiresolution Hierarchies: From Large-Scale Scenes to Pre-computed Shadows(The Eurographics Association, 2018) Assarsson, Ulf; Billeter, Markus; Dolonius, Dan; Eisemann, Elmar; Jaspe, Alberto; Scandolo, Leonardo; Sintorn, Erik; Ritschel, Tobias and Telea, AlexandruIn this tutorial, we discuss voxel DAGs and multiresolution hierarchies, which are representations that can encode large volumes of data very efficiently. Despite a significant compression ration, an advantage of these structures is that their content can be efficiently accessed in real-time. This property enables various applications. We begin the tutorial by introducing the concepts of sparsity and of coherency in voxel structures, and explain how a directed acyclic graph (DAG) can be used to represent voxel geometry in a form that exploits both aspects, while remaining usable in its compressed from for e.g. ray casting. In this context, we also discuss extensions that cover the time domain or consider an advanced encoding strategies exploiting symmetries and entropy. We then move on to voxel attributes, such as colors, and explain how to integrate such information with the voxel DAGs. We will provide implementation details and present methods for efficiently constructing the DAGs and also cover how to efficiently access the data structures with e.g. GPU-based ray tracers. The course will be rounded of with a segment on applications. We highlight a few examples and show their results. Pre-computed shadows are a special application, which will be covered in detail. In this context, we also explain how some of previous ideas contribute to multi-resolution hierarchies, which gives an outlook on the potential generality of the presented solutions.Item A Drink in Mars: an Approach to Distributed Reality(The Eurographics Association, 2018) Perez, Pablo; Gonzalez-Sosa, Ester; Kachach, Redouane; Ruiz, Jaime Jesus; Villegas, Alvaro; Jain, Eakta and Kosinka, JiríWe have developed A Drink in Mars application as a proof of concept of Distributed Reality, a particularisation of Mixed Reality which combines a reality transmitted from a remote place (e.g. live immersive video stream from Mars) with user interaction with the local reality (e.g. drink their favourite beverage). The application shows acceptable immersion and local interactivity. It runs on Samsung GearVR and needs no special green room for chroma keying, thus being suitable to test different use cases.Item Presenting a Deep Motion Blending Approach for Simulating Natural Reach Motions(The Eurographics Association, 2018) Gaisbauer, Felix; Froehlich, Philipp; Lehwald, Jannes; Agethen, Philipp; Rukzio, Enrico; Jain, Eakta and Kosinka, JiríMotion blending and character animation systems are widely used in different domains such as gaming or simulation within production industries. Most of the established approaches are based on motion blending techniques. These approaches provide natural motions within common scenarios while inducing low computational costs. However, with increasing amount of influence parameters and constraints such as collision-avoidance, they increasingly fail or require a vast amount of time to meet these requirements. With ongoing progress in artificial intelligence and neural networks, recent works present deep learning based approaches for motion synthesis, which offer great potential for modeling natural motions, while considering heterogeneous influence factors. In this paper, we propose a novel deep blending approach to simulate non-cyclical natural reach motions based on an extension of phase functioned deep neural networks.Item Optimized Sampling for View Interpolation in Light Fields with Overlapping Patches(The Eurographics Association, 2018) Schedl, David C.; Bimber, Oliver; Diamanti, Olga and Vaxman, AmirOptimized sampling masks that reduce the complexity of camera arrays while preserving the quality of light fields captured at high directional sampling resolution are presented. We propose a new quality metric that is based on sampling-theoretic considerations, a new mask estimation approach that reduces the search space by applying regularity and symmetry constraints, and an enhanced upsampling technique using compressed sensing that supports maximal patch overlap. Our approach out-beats state-of-the-art view-interpolation techniques for light fields and does not rely on depth reconstruction.Item EUROGRAPHICS 2018: Short Papers Frontmatter(Eurographics Association, 2018) Diamanti, Olga; Vaxman, Amir; Diamanti, Olga; Vaxman, AmirItem Introducing a Modular Concept for Exchanging Character Animation Approaches(The Eurographics Association, 2018) Gaisbauer, Felix; Agethen, Philipp; Bär, Thomas; Rukzio, Enrico; Jain, Eakta and Kosinka, JiríNowadays, motion synthesis and character animation systems are used in different domains ranging from gaming to medicine and production industries. In recent years, there has been a vast progress in terms of realistic character animation. In this context, motion-capture based animation systems are frequently used to generate natural motions. Other approaches use physics based simulation, statistical models or machine learning methods to generate realistic motions. These approaches are however tightly coupled with the development environment, thus inducing high porting efforts if being incorporated into different platforms. Currently, no standard exists which allows to exchange complex character animation approaches. A comprehensive simulation of complex scenarios utilizing these heterogeneous approaches is therefore not possible, yet. In a different domain than motion, the Functional Mock-up Interface standard has already solved this problem. Initially being tailored to industrial needs, the standards allows to exchange dynamic simulation approaches such as solvers for mechatronic components. We present a novel concept, extending this standard to couple arbitrary character animation approaches using a common interface.Item Exemplar Based Filtering of 2.5D Meshes of Faces(The Eurographics Association, 2018) Dihl, Leandro; Cruz, Leandro; Gonçalves, Nuno; Jain, Eakta and Kosinka, JiríIn this work, we present a content-aware filtering for 2.5D meshes of faces. We propose an exemplar-based filter that corrects each point of a given mesh through local model-exemplar neighborhood comparison. We take advantage of prior knowledge of the models (faces) to improve the comparison. We first detect facial feature points, and create the point correctors for regions of each feature, and only use the correspondent regions for correcting a point of the filtered mesh.Item Light Field Synthesis from a Single Image using Improved Wasserstein Generative Adversarial Network(The Eurographics Association, 2018) Ruan, Lingyan; Chen, Bin; Lam, Miu Ling; Jain, Eakta and Kosinka, JiríWe present a deep learning-based method to synthesize a 4D light field from a single 2D RGB image. We consider the light field synthesis problem equivalent to image super-resolution, and solve it by using the improved Wasserstein Generative Adversarial Network with gradient penalty (WGAN-GP). Experimental results demonstrate that our algorithm can predict complex occlusions and relative depths in challenging scenes. The light fields synthesized by our method has much higher signal-to-noise ratio and structural similarity than the state-of-the-art approach.Item GL-Socket: A CG Plugin-based Framework for Teaching and Assessment(The Eurographics Association, 2018) Andujar, Carlos; Chica, Antonio; Fairén, Marta; Vinacua, Alvar; Post, Frits and Žára, JiríIn this paper we describe a plugin-based C++ framework for teaching OpenGL and GLSL in introductory Computer Graphics courses. The main strength of the framework architecture is that student assignments are mostly independent and thus can be completed, tested and evaluated in any order. When students complete a task, the plugin interface forces a clear separation of initialization, interaction and drawing code, which in turn facilitates code reusability. Plugin code can access scene, camera, and OpenGL window methods through a simple API. The plugin interface is flexible enough to allow students to complete tasks requiring shader development, object drawing, and multiple rendering passes. Students are provided with sample plugins with basic scene drawing and camera control features. One of the plugins that the students receive contains a shader development framework with self-assessment features. We describe the lessons learned after using the tool for four years in a Computer Graphics course involving more than one hundred Computer Science students per year.Item State of the Art on 3D Reconstruction with RGB-D Cameras(The Eurographics Association and John Wiley & Sons Ltd., 2018) Zollhöfer, Michael; Stotko, Patrick; Görlitz, Andreas; Theobalt, Christian; Nießner, Matthias; Klein, Reinhard; Kolb, Andreas; Hildebrandt, Klaus and Theobalt, ChristianThe advent of affordable consumer grade RGB-D cameras has brought about a profound advancement of visual scene reconstruction methods. Both computer graphics and computer vision researchers spend significant effort to develop entirely new algorithms to capture comprehensive shape models of static and dynamic scenes with RGB-D cameras. This led to significant advances of the state of the art along several dimensions. Some methods achieve very high reconstruction detail, despite limited sensor resolution. Others even achieve real-time performance, yet possibly at lower quality. New concepts were developed to capture scenes at larger spatial and temporal extent. Other recent algorithms flank shape reconstruction with concurrent material and lighting estimation, even in general scenes and unconstrained conditions. In this state-of-the-art report, we analyze these recent developments in RGB-D scene reconstruction in detail and review essential related work. We explain, compare, and critically analyze the common underlying algorithmic concepts that enabled these recent advancements. Furthermore, we show how algorithms are designed to best exploit the benefits of RGB-D data while suppressing their often non-trivial data distortions. In addition, this report identifies and discusses important open research questions and suggests relevant directions for future work.Item EUROGRAPHICS 2018: Tutorials Frontmatter(Eurographics Association, 2018) Ritschel, Tobias; Telea, Alexandru; Ritschel, Tobias; Telea, Alexandru
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