36-Issue 2
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Item Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs(The Eurographics Association and John Wiley & Sons Ltd., 2017) Marcard, Timo von; Rosenhahn, Bodo; Black, Michael J.; Pons-Moll, Gerard; Loic Barthe and Bedrich BenesWe address the problem of making human motion capture in the wild more practical by using a small set of inertial sensors attached to the body. Since the problem is heavily under-constrained, previous methods either use a large number of sensors, which is intrusive, or they require additional video input. We take a different approach and constrain the problem by: (i) making use of a realistic statistical body model that includes anthropometric constraints and (ii) using a joint optimization framework to fit the model to orientation and acceleration measurements over multiple frames. The resulting tracker Sparse Inertial Poser (SIP) enables motion capture using only 6 sensors (attached to the wrists, lower legs, back and head) and works for arbitrary human motions. Experiments on the recently released TNT15 dataset show that, using the same number of sensors, SIP achieves higher accuracy than the dataset baseline without using any video data.We further demonstrate the effectiveness of SIP on newly recorded challenging motions in outdoor scenarios such as climbing or jumping over a wall.Item Real-Time Multi-View Facial Capture with Synthetic Training(The Eurographics Association and John Wiley & Sons Ltd., 2017) Klaudiny, Martin; McDonagh, Steven; Bradley, Derek; Beeler, Thabo; Mitchell, Kenny; Loic Barthe and Bedrich BenesWe present a real-time multi-view facial capture system facilitated by synthetic training imagery. Our method is able to achieve high-quality markerless facial performance capture in real-time from multi-view helmet camera data, employing an actor specific regressor. The regressor training is tailored to specified actor appearance and we further condition it for the expected illumination conditions and the physical capture rig by generating the training data synthetically. In order to leverage the information present in live imagery, which is typically provided by multiple cameras, we propose a novel multi-view regression algorithm that uses multi-dimensional random ferns. We show that higher quality can be achieved by regressing on multiple video streams than previous approaches that were designed to operate on only a single view. Furthermore, we evaluate possible camera placements and propose a novel camera configuration that allows to mount cameras outside the field of view of the actor, which is very beneficial as the cameras are then less of a distraction for the actor and allow for an unobstructed line of sight to the director and other actors. Our new real-time facial capture approach has immediate application in on-set virtual production, in particular with the ever-growing demand for motion-captured facial animation in visual effects and video games.Item EUROGRAPHICS 2017: CGF 36-2 Frontmatter(The Eurographics Association and John Wiley & Sons Ltd., 2017) Barthe, Loïc; Benes, Bedrich;Item Consistent Video Filtering for Camera Arrays(The Eurographics Association and John Wiley & Sons Ltd., 2017) Bonneel, Nicolas; Tompkin, James; Sun, Deqing; Wang, Oliver; Sunkavalli, Kalyan; Paris, Sylvain; Pfister, Hanspeter; Loic Barthe and Bedrich BenesVisual formats have advanced beyond single-view images and videos: 3D movies are commonplace, researchers have developed multi-view navigation systems, and VR is helping to push light field cameras to mass market. However, editing tools for these media are still nascent, and even simple filtering operations like color correction or stylization are problematic: naively applying image filters per frame or per view rarely produces satisfying results due to time and space inconsistencies. Our method preserves and stabilizes filter effects while being agnostic to the inner working of the filter. It captures filter effects in the gradient domain, then uses input frame gradients as a reference to impose temporal and spatial consistency. Our least-squares formulation adds minimal overhead compared to naive data processing. Further, when filter cost is high, we introduce a filter transfer strategy that reduces the number of per-frame filtering computations by an order of magnitude, with only a small reduction in visual quality. We demonstrate our algorithm on several camera array formats including stereo videos, light fields, and wide baselines.Item A GPU-Adapted Structure for Unstructured Grids(The Eurographics Association and John Wiley & Sons Ltd., 2017) Zayer, Rhaleb; Steinberger, Markus; Seidel, Hans-Peter; Loic Barthe and Bedrich BenesA key advantage of working with structured grids (e.g., images) is the ability to directly tap into the powerful machinery of linear algebra. This is not much so for unstructured grids where intermediate bookkeeping data structures stand in the way. On modern high performance computing hardware, the conventional wisdom behind these intermediate structures is further challenged by costly memory access, and more importantly by prohibitive memory resources on environments such as graphics hardware. In this paper, we bypass this problem by introducing a sparse matrix representation for unstructured grids which not only reduces the memory storage requirements but also cuts down on the bulk of data movement from global storage to the compute units. In order to take full advantage of the proposed representation, we augment ordinary matrix multiplication by means of action maps, local maps which encode the desired interaction between grid vertices. In this way, geometric computations and topological modifications translate into concise linear algebra operations. In our algorithmic formulation, we capitalize on the nature of sparse matrix-vector multiplication which allows avoiding explicit transpose computation and storage. Furthermore, we develop an efficient vectorization to the demanding assembly process of standard graph and finite element matrices.Item Multi-View Stereo on Consistent Face Topology(The Eurographics Association and John Wiley & Sons Ltd., 2017) Fyffe, Graham; Nagano, Koki; Huynh, Loc; Saito, Shunsuke; Busch, Jay; Jones, Andrew; Li, Hao; Debevec, Paul; Loic Barthe and Bedrich BenesWe present a multi-view stereo reconstruction technique that directly produces a complete high-fidelity head model with consistent facial mesh topology. While existing techniques decouple shape estimation and facial tracking, our framework jointly optimizes for stereo constraints and consistent mesh parameterization. Our method is therefore free from drift and fully parallelizable for dynamic facial performance capture. We produce highly detailed facial geometries with artist-quality UV parameterization, including secondary elements such as eyeballs, mouth pockets, nostrils, and the back of the head. Our approach consists of deforming a common template model to match multi-view input images of the subject, while satisfying cross-view, cross-subject, and cross-pose consistencies using a combination of 2D landmark detection, optical flow, and surface and volumetric Laplacian regularization. Since the flow is never computed between frames, our method is trivially parallelized by processing each frame independently. Accurate rigid head pose is extracted using a PCA-based dimension reduction and denoising scheme. We demonstrate high-fidelity performance capture results with challenging head motion and complex facial expressions around eye and mouth regions. While the quality of our results is on par with the current state-of-the-art, our approach can be fully parallelized, does not suffer from drift, and produces face models with production-quality mesh topologies.Item Spatial Adjacency Maps for Translucency Simulation under General Illumination(The Eurographics Association and John Wiley & Sons Ltd., 2017) Maisch, Sebastian; Ropinski, Timo; Loic Barthe and Bedrich BenesRendering translucent materials in real time is usually done by using surface diffusion and/or (translucent) shadow maps. The downsides of these approaches are, that surface diffusion cannot handle translucency effects that show up when rendering thin objects, and that translucent shadow maps are only available for point light sources. Furthermore, translucent shadow maps introduce limitations to shadow mapping techniques exploiting the same maps. In this paper we present a novel approach for rendering translucent materials at interactive frame rates. Our approach allows for an efficient calculation of translucency with native support for general illumination conditions, especially area and environment lighting, at high accuracy. The proposed technique's only parameter is the used diffusion profile, and thus it works out of the box without any parameter tuning. Furthermore, it can be used in combination with any existing surface diffusion techniques to add translucency effects. Our approach introduces Spatial Adjacency Maps that depend on precalculations to be done for fixed meshes. We show that these maps can be updated in real time to also handle deforming meshes and that our results are of superior quality as compared to other well known real-time techniques for rendering translucency.Item Texture Stationarization: Turning Photos into Tileable Textures(The Eurographics Association and John Wiley & Sons Ltd., 2017) Moritz, Joep; James, Stuart; Haines, Tom S. F.; Ritschel, Tobias; Weyrich, Tim; Loic Barthe and Bedrich BenesTexture synthesis has grown into a mature field in computer graphics, allowing the synthesis of naturalistic textures and images from photographic exemplars. Surprisingly little work, however, has been dedicated to synthesizing tileable textures, that is, textures that when laid out in a regular grid of tiles form a homogeneous appearance suitable for use in memory-sensitive real-time graphics applications. One of the key challenges in doing so is that most natural input exemplars exhibit uneven spatial variations that, when tiled, show as repetitive patterns. We propose an approach to synthesize tileable textures while enforcing stationarity properties that effectively mask repetitions while maintaining the unique characteristics of the exemplar. We explore a number of alternative measures for texture stationarity and show how each measure can be integrated into a standard texture synthesis method (PatchMatch) to enforce stationarity at user-controlled scales. We demonstrate the efficacy of our approach using a database of 118 exemplar images, both from publicly available sources as well as new ones captured under uncontrolled conditions, and we quantitatively analyze alternative stationarity measures for their robustness across many test runs using different random seeds. In conclusion, we suggest a novel synthesis approach that employs local histogram matching to reliably turn input photographs of natural surfaces into tiles well suited for artifact-free tiling.Item Multiple Vertex Next Event Estimation for Lighting in dense, forward-scattering Media(The Eurographics Association and John Wiley & Sons Ltd., 2017) Weber, Pascal; Hanika, Johannes; Dachsbacher, Carsten; Loic Barthe and Bedrich BenesWe present a new technique called Multiple Vertex Next Event Estimation, which outperforms current direct lighting techniques in forward scattering, optically dense media with the Henyey-Greenstein phase function. Instead of a one-segment connection from a vertex within the medium to the light source, an entire sub path of arbitrary length can be created and we show experimentally that 4-10 segments work best in practice. This is done by perturbing a seed path within the Monte Carlo context. Our technique was integrated in a Monte Carlo renderer, combining random walk path tracing with multiple vertex next event estimation via multiple importance sampling for an unbiased result. We evaluate this new technique against standard next event estimation and show that it significantly reduces noise and increases performance of multiple scattering renderings in highly anisotropic, optically dense media. Additionally, we discuss multiple light sources and performance implications of memoryheavy heterogeneous media.Item Learning Detail Transfer based on Geometric Features(The Eurographics Association and John Wiley & Sons Ltd., 2017) Berkiten, Sema; Halber, Maciej; Solomon, Justin; Ma, Chongyang; Li, Hao; Rusinkiewicz, Szymon; Loic Barthe and Bedrich BenesThe visual richness of computer graphics applications is frequently limited by the difficulty of obtaining high-quality, detailed 3D models. This paper proposes a method for realistically transferring details (specifically, displacement maps) from existing high-quality 3D models to simple shapes that may be created with easy-to-learn modeling tools. Our key insight is to use metric learning to find a combination of geometric features that successfully predicts detail-map similarities on the source mesh; we use the learned feature combination to drive the detail transfer. The latter uses a variant of multi-resolution non-parametric texture synthesis, augmented by a high-frequency detail transfer step in texture space. We demonstrate that our technique can successfully transfer details among a variety of shapes including furniture and clothing.Item On Realism of Architectural Procedural Models(The Eurographics Association and John Wiley & Sons Ltd., 2017) Beneš, Jan; Kelly, Tom; Děchtěrenko, Filip; Křivánek, Jaroslav; Müller, Pascal; Loic Barthe and Bedrich BenesThe goal of procedural modeling is to generate realistic content. The realism of this content is typically assessed by qualitatively evaluating a small number of results, or, less frequently, by conducting a user study. However, there is a lack of systematic treatment and understanding of what is considered realistic, both in procedural modeling and for images in general. We conduct a user study that primarily investigates the realism of procedurally generated buildings. Specifically, we investigate the role of fine and coarse details, and investigate which other factors contribute to the perception of realism. We find that realism is carried on different scales, and identify other factors that contribute to the realism of procedural and non-procedural buildings.Item General Point Sampling with Adaptive Density and Correlations(The Eurographics Association and John Wiley & Sons Ltd., 2017) Roveri, Riccardo; Öztireli, A. Cengiz; Gross, Markus; Loic Barthe and Bedrich BenesAnalyzing and generating sampling patterns are fundamental problems for many applications in computer graphics. Ideally, point patterns should conform to the problem at hand with spatially adaptive density and correlations. Although there exist excellent algorithms that can generate point distributions with spatially adaptive density or anisotropy, the pair-wise correlation model, blue noise being the most common, is assumed to be constant throughout the space. Analogously, by relying on possibly modulated pair-wise difference vectors, the analysis methods are designed to study only such spatially constant correlations. In this paper, we present the first techniques to analyze and synthesize point patterns with adaptive density and correlations. This provides a comprehensive framework for understanding and utilizing general point sampling. Starting from fundamental measures from stochastic point processes, we propose an analysis framework for general distributions, and a novel synthesis algorithm that can generate point distributions with spatio-temporally adaptive density and correlations based on a locally stationary point process model. Our techniques also extend to general metric spaces. We illustrate the utility of the new techniques on the analysis and synthesis of real-world distributions, image reconstruction, spatio-temporal stippling, and geometry sampling.Item Geometric Stiffness for Real-time Constrained Multibody Dynamics(The Eurographics Association and John Wiley & Sons Ltd., 2017) Andrews, Sheldon; Teichmann, Marek; Kry, Paul G.; Loic Barthe and Bedrich BenesThis paper focuses on the stable and efficient simulation of articulated rigid body systems for real-time applications. Specifically, we focus on the use of geometric stiffness, which can dramatically increase simulation stability. We examine several numerical problems with the inclusion of geometric stiffness in the equations of motion, as proposed by previous work, and address these issues by introducing a novel method for efficiently building the linear system. This offers improved tractability and numerical efficiency. Furthermore, geometric stiffness tends to significantly dissipate kinetic energy. We propose an adaptive damping scheme, inspired by the geometric stiffness, that uses a stability criterion based on the numerical integrator to determine the amount of non-constitutive damping required to stabilize the simulation. With this approach, not only is the dynamical behavior better preserved, but the simulation remains stable for mass ratios of 1,000,000-to-1 at time steps up to 0.1 s. We present a number of challenging scenarios to demonstrate that our method improves efficiency, and that it increases stability by orders of magnitude compared to previous work.Item Flow-Induced Inertial Steady Vector Field Topology(The Eurographics Association and John Wiley & Sons Ltd., 2017) Günther, Tobias; Gross, Markus; Loic Barthe and Bedrich BenesTraditionally, vector field visualization is concerned with 2D and 3D flows. Yet, many concepts can be extended to general dynamical systems, including the higher-dimensional problem of modeling the motion of finite-sized objects in fluids. In the steady case, the trajectories of these so-called inertial particles appear as tangent curves of a 4D or 6D vector field. These higher-dimensional flows are difficult to map to lower-dimensional spaces, which makes their visualization a challenging problem. We focus on vector field topology, which allows scientists to study asymptotic particle behavior. As recent work on the 2D case has shown, both extraction and classification of isolated critical points depend on the underlying particle model. In this paper, we aim for a model-independent classification technique, which we apply to two different particle models in not only 2D, but also 3D cases. We show that the classification can be done by performing an eigenanalysis of the spatial derivatives' velocity subspace of the higher-dimensional 4D or 6D flow. We construct glyphs that depict not only the types of critical points, but also encode the directional information given by the eigenvectors. We show that the eigenvalues and eigenvectors of the inertial phase space have sufficient symmetries and structure so that they can be depicted in 2D or 3D, instead of 4D or 6D.Item Gradient-based Steering for Vision-based Crowd Simulation Algorithms(The Eurographics Association and John Wiley & Sons Ltd., 2017) Dutra, Teofilo B.; Marques, Ricardo; Cavalcante-Neto, Joaquim Bento; Vidal, Creto A.; Pettré, Julien; Loic Barthe and Bedrich BenesMost recent crowd simulation algorithms equip agents with a synthetic vision component for steering. They offer promising perspectives through a more realistic simulation of the way humans navigate according to their perception of the surrounding environment. In this paper, we propose a new perception/motion loop to steering agents along collision free trajectories that significantly improves the quality of vision-based crowd simulators. In contrast with solutions where agents avoid collisions in a purely reactive (binary) way, we suggest exploring the full range of possible adaptations and retaining the locally optimal one. To this end, we introduce a cost function, based on perceptual variables, which estimates an agent's situation considering both the risks of future collision and a desired destination. We then compute the partial derivatives of that function with respect to all possible motion adaptations. The agent then adapts its motion by following the gradient. This paper has thus two main contributions: the definition of a general purpose control scheme for steering synthetic vision-based agents; and the proposition of cost functions for evaluating the perceived danger of the current situation. We demonstrate improvements in several cases.Item Interactive Modeling and Authoring of Climbing Plants(The Eurographics Association and John Wiley & Sons Ltd., 2017) Hädrich, Torsten; Benes, Bedrich; Deussen, Oliver; Pirk, Sören; Loic Barthe and Bedrich BenesWe present a novel system for the interactive modeling of developmental climbing plants with an emphasis on efficient control and plausible physics response. A plant is represented by a set of connected anisotropic particles that respond to the surrounding environment and to their inner state. Each particle stores biological and physical attributes that drive growth and plant adaptation to the environment such as light sensitivity, wind interaction, and physical obstacles. This representation allows for the efficient modeling of external effects that can be induced at any time without prior analysis of the plant structure. In our framework we exploit this representation to provide powerful editing capabilities that allow to edit a plant with respect to its structure and its environment while maintaining a biologically plausible appearance. Moreover, we couple plants with Lagrangian fluid dynamics and model advanced effects, such as the breaking and bending of branches. The user can thus interactively drag and prune branches or seed new plants in dynamically changing environments. Our system runs in real-time and supports up to 20 plant instances with 25k branches in parallel. The effectiveness of our approach is demonstrated through a number of interactive experiments, including modeling and animation of different species of climbing plants on complex support structures.Item kDet: Parallel Constant Time Collision Detection for Polygonal Objects(The Eurographics Association and John Wiley & Sons Ltd., 2017) Weller, René; Debowski, Nicole; Zachmann, Gabriel; Loic Barthe and Bedrich BenesWe define a novel geometric predicate and a class of objects that enables us to prove a linear bound on the number of intersecting polygon pairs for colliding 3D objects in that class. Our predicate is relevant both in theory and in practice: it is easy to check and it needs to consider only the geometric properties of the individual objects - it does not depend on the configuration of a given pair of objects. In addition, it characterizes a practically relevant class of objects: we checked our predicate on a large database of real-world 3D objects and the results show that it holds for all but the most pathological ones. Our proof is constructive in that it is the basis for a novel collision detection algorithm that realizes this linear complexity also in practice. Additionally, we present a parallelization of this algorithm with a worst-case running time that is independent of the number of polygons. Our algorithm is very well suited not only for rigid but also for deformable and even topology-changing objects, because it does not require any complex data structures or pre-processing. We have implemented our algorithm on the GPU and the results show that it is able to find in real-time all colliding polygons for pairs of deformable objects consisting of more than 200k triangles, including self-collisions.Item Chamber Recognition in Cave Data Sets(The Eurographics Association and John Wiley & Sons Ltd., 2017) Schertler, Nico; Buchroithner, Manfred; Gumhold, Stefan; Loic Barthe and Bedrich BenesQuantitative analysis of cave systems represented as 3D models is becoming more and more important in the field of cave sciences. One open question is the rigorous identification of chambers in a data set, which has a deep impact on subsequent analysis steps such as size calculation. This affects the international recognition of a cave since especially record-holding caves bear significant tourist attraction potential. In the past, chambers have been identified manually, without any clear definition or guidance. While experts agree on core parts of chambers in general, their opinions may differ in more controversial areas. Since this process is heavily subjective, it is not suited for objective quantitative comparison of caves. Therefore, we present a novel fully-automatic curve skeleton-based chamber recognition algorithm that has been derived from requirements from field experts. We state the problem as a binary labeling problem on a curve skeleton and find a solution through energy minimization. A thorough evaluation of our results with the help of expert feedback showed that our algorithm matches real-world requirements very closely and is thus suited as the foundation for any quantitative cave analysis system.Item Character-Object Interaction Retrieval Using the Interaction Bisector Surface(The Eurographics Association and John Wiley & Sons Ltd., 2017) Zhao, Xi; Choi, Myung Geol; Komura, Taku; Loic Barthe and Bedrich BenesIn this paper, we propose a novel approach for the classification and retrieval of interactions between human characters and objects. We propose to use the interaction bisector surface (IBS) between the body and the object as a feature of the interaction. We define a multi-resolution representation of the body structure, and compute a correspondence matrix hierarchy that describes which parts of the character's skeleton take part in the composition of the IBS and how much they contribute to the interaction. Key-frames of the interactions are extracted based on the evolution of the IBS and used to align the query interaction with the interaction in the database. Through the experimental results, we show that our approach outperforms existing techniques in motion classification and retrieval, which implies that the contextual information plays a significant role for scene and interaction description. Our method also shows better performance than other techniques that use features based on the spatial relations between the body parts, or the body parts and the object. Our method can be applied for character motion synthesis and robot motion planning.Item ShapeGenetics: Using Genetic Algorithms for Procedural Modeling(The Eurographics Association and John Wiley & Sons Ltd., 2017) Haubenwallner, Karl; Seidel, Hans-Peter; Steinberger, Markus; Loic Barthe and Bedrich BenesIn this paper, we show that genetic algorithms (GA) can be used to control the output of procedural modeling algorithms. We propose an efficient way to encode the choices that have to be made during a procedural generation as a hierarchical genome representation. In combination with mutation and reproduction operations specifically designed for controlled procedural modeling, our GA can evolve a population of individual models close to any high-level goal. Possible scenarios include a volume that should be filled by a procedurally grown tree or a painted silhouette that should be followed by the skyline of a procedurally generated city. These goals are easy to set up for an artist compared to the tens of thousands of variables that describe the generated model and are chosen by the GA. Previous approaches for controlled procedural modeling either use Reversible Jump Markov Chain Monte Carlo (RJMCMC) or Stochastically-Ordered Sequential Monte Carlo (SOSMC) as workhorse for the optimization. While RJMCMC converges slowly, requiring multiple hours for the optimization of larger models, it produces high quality models. SOSMC shows faster convergence under tight time constraints for many models, but can get stuck due to choices made in the early stages of optimization. Our GA shows faster convergence than SOSMC and generates better models than RJMCMC in the long run.