34-Issue 8
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Item Reviewers(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Deussen, Oliver and Zhang, Hao (Richard)Item Filtered Stochastic Shadow Mapping Using a Layered Approach(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Andersson, M.; Hasselgren, J.; Munkberg, J.; Akenine‐Möller, T.; Deussen, Oliver and Zhang, Hao (Richard)Given a stochastic shadow map rendered with motion blur, our goal is to render an image from the eye with motion‐blurred shadows with as little noise as possible. We use a layered approach in the shadow map and reproject samples along the average motion vector, and then perform lookups in this representation. Our results include substantially improved shadow quality compared to previous work and a fast graphics processing unit (GPU) implementation. In addition, we devise a set of scenes that are designed to bring out and show problematic cases for motion‐blurred shadows. These scenes have difficult occlusion characteristics, and may be used in future research on this topic.An octopus in motion casting a complex motion‐blurred shadow rendered by our algorithm. With the same input samples, our algorithm has significantly less noise compared to time‐dependent shadow maps (TSM). At equal time, the noise level is still largely reduced. The animated octopus mesh is taken from the Alembic source distribution.Item Evaluation of Tone‐Mapping Operators for HDR Video Under Different Ambient Luminance Levels(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Melo, M.; Bessa, M.; Debattista, K.; Chalmers, A.; Deussen, Oliver and Zhang, Hao (Richard)Since high dynamic range (HDR) displays are not yet widely available, there is still a need to perform a dynamic range reduction of HDR content to reproduce it properly on standard dynamic range (SDR) displays. The most common techniques for performing this reduction are termed tone‐mapping operators (TMOs). Although mobile devices are becoming widespread, methods for displaying HDR content on these SDR screens are still very much in their infancy. While several studies have been conducted to evaluate TMOs, few have been done with a goal of testing small screen displays (SSDs), common on mobile devices. This paper presents an evaluation of six state‐of‐the‐art HDR video TMOs. The experiments considered three different levels of ambient luminance under which 180 participants were asked to rank the TMOs for seven tone‐mapped HDR video sequences. A comparison was conducted between tone‐mapped HDR video footage shown on an SSD and on a large screen SDR display using an HDR display as reference. The results show that there are differences between the performance of the TMOs under different ambient lighting levels and the TMOs that perform well on traditional large screen displays also perform well on SSDs at the same given luminance level.Since high dynamic range (HDR) displays are not yet widely available, there is still a need to perform a dynamic range reduction of HDR content to reproduce it properly on standard dynamic range (SDR) displays. The most common techniques for performing this reduction are termed tone‐mapping operators (TMOs). Although mobile devices are becoming widespread, methods for displaying HDR content on these SDR screens are still very much in their infancy. While several studies have been conducted to evaluate TMOs, few have been done with a goal of testing small screen displays (SSDs), common on mobile devices. This paper presents an evaluation of six state‐of‐the‐art HDR video TMOs.Item Global Illumination Using Well‐Separated Pair Decomposition(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Bus, N.; Mustafa, N. H.; Biri, V.; Deussen, Oliver and Zhang, Hao (Richard)Instant radiosity methods rely on using a large number of virtual point lights (VPLs) to approximate global illumination. Efficiency considerations require grouping the VPLs into a small number of clusters that are treated as individual lights with respect to each point to be shaded. Two examples of clustering algorithms are Lightcuts [WFA*05] and LightSlice [OP11]. In this work, we use the notion of geometric separatedness of point sets as a basis for a data structure for pre‐computing and compactly storing a set of candidate VPL clusterings. Our data structure is created prior to rendering, is view‐independent and relies only on geometric and radiometric information. For any point to be shaded, we show that a suitable clustering of the VPLs can be efficiently extracted from this data structure. We develop the above framework into an accurate and efficient clustering algorithm based on well‐separated pair decompositions which outperforms earlier work in speed and/or quality for diffuse scenes.Instant radiosity methods rely on using a large number of virtual point lights (VPLs) to approximate global illumination. Efficiency considerations require grouping the VPLs into a small number of clusters that are treated as individual lights with respect to each point to be shaded. In this work, we use the notion of geometric separatedness of point sets as a basis for a data structure for pre‐computing and compactly storing a set of candidate VPL clusterings. Our data structure is created prior to rendering, is view‐independent and relies only on geometric and radiometric information. For any point to be shaded, we show that a suitable clustering of the VPLs can be efficiently extracted from this data structure.Item Interactive Sketch‐Driven Image Synthesis(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Turmukhambetov, Daniyar; Campbell, Neill D.F.; Goldman, Dan B; Kautz, Jan; Deussen, Oliver and Zhang, Hao (Richard)We present an interactive system for composing realistic images of an object under arbitrary pose and appearance specified by sketching. Our system draws inspiration from a traditional illustration workflow: The user first sketches rough ‘masses’ of the object, as ellipses, to define an initial abstract pose that can then be refined with more detailed contours as desired. The system is made robust to partial or inaccurate sketches using a reduced‐dimensionality model of pose space learnt from a labelled collection of photos. Throughout the composition process, interactive visual feedback is provided to guide the user. Finally, the user's partial or complete sketch, complemented with appearance requirements, is used to constrain the automatic synthesis of a novel, high‐quality, realistic image.We present an interactive system for composing realistic images of an object under arbitrary pose and appearance specified by sketching. Our system draws inspiration from a traditional illustration workflow: The user first sketches rough ‘masses’ of the object, as ellipses, to define an initial abstract pose that can then be refined with more detailed contours as desired. The system is made robust to partial or inaccurate sketches using a reduced‐dimensionality model of pose space learnt from a labelled collection of photos. Throughout the composition process, interactive visual feedback is provided to guide the user.Item State‐of‐the‐Art in GPU‐Based Large‐Scale Volume Visualization(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Beyer, Johanna; Hadwiger, Markus; Pfister, Hanspeter; Deussen, Oliver and Zhang, Hao (Richard)This survey gives an overview of the current state of the art in GPU techniques for interactive large‐scale volume visualization. Modern techniques in this field have brought about a sea change in how interactive visualization and analysis of giga‐, tera‐ and petabytes of volume data can be enabled on GPUs. In addition to combining the parallel processing power of GPUs with out‐of‐core methods and data streaming, a major enabler for interactivity is making both the computational and the visualization effort proportional to the amount and resolution of data that is actually visible on screen, i.e. ‘output‐sensitive’ algorithms and system designs. This leads to recent output‐sensitive approaches that are ‘ray‐guided’, ‘visualization‐driven’ or ‘display‐aware’. In this survey, we focus on these characteristics and propose a new categorization of GPU‐based large‐scale volume visualization techniques based on the notions of actual output‐resolution and the current of volume bricks—the current subset of data that is minimally required to produce an output image of the desired display resolution. Furthermore, we discuss the differences and similarities of different rendering and data traversal strategies in volume rendering by putting them into a common context—the notion of address translation. For our purposes here, we view parallel (distributed) visualization using clusters as an orthogonal set of techniques that we do not discuss in detail but that can be used in conjunction with what we present in this survey.This survey gives an overview of the current state of the art in GPU techniques for interactive large‐scale volume visualization. Modern techniques in this field have brought about a sea change in how interactive visualization and analysis of giga‐, tera‐ and petabytes of volume data can be enabled on GPUs. In addition to combining the parallel processing power of GPUs with out‐of‐core methods and data streaming, a major enabler for interactivity is making both the computational and the visualization effort proportional to the amount and resolution of data that is actually visible on screen, i.e. ‘output‐sensitive’ algorithms and system designs. This leads to recent output‐sensitive approaches that are ‘ray‐guided’, ‘visualization‐driven or ‘display‐aware’. In this survey, we focus on these characteristics and propose a new categorization of GPU‐based large‐scale volume visualization techniques based on the notions of actual output‐resolution and the current of volume bricks—the current subset of data that is minimally required to produce an output image of the desired display resolution.Item On Variational and PDE‐Based Distance Function Approximations(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Belyaev, Alexander G.; Fayolle, Pierre‐Alain; Deussen, Oliver and Zhang, Hao (Richard)In this paper, we deal with the problem of computing the distance to a surface (a curve in two dimensional) and consider several distance function approximation methods which are based on solving partial differential equations (PDEs) and finding solutions to variational problems. In particular, we deal with distance function estimation methods related to the Poisson‐like equations and generalized double‐layer potentials. Our numerical experiments are backed by novel theoretical results and demonstrate efficiency of the considered PDE‐based distance function approximations.In this paper, we deal with the problem of computing the distance to a surface (a curve in two dimensional) and consider several distance function approximation methods which are based on solving partial differential equations (PDEs) and finding solutions to variational problems. In particular, we deal with distance function estimation methods related to the Poisson‐like equations and generalized double‐layer potentials. Our numerical experiments are backed by novel theoretical results and demonstrate efficiency of the considered PDE‐based distance function approximations.Item Shapes In a Box: Disassembling 3D Objects for Efficient Packing and Fabrication(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Attene, Marco; Deussen, Oliver and Zhang, Hao (Richard)Modern 3D printing technologies and the upcoming mass‐customization paradigm call for efficient methods to produce and distribute arbitrarily shaped 3D objects. This paper introduces an original algorithm to split a 3D model in parts that can be efficiently packed within a box, with the objective of reassembling them after delivery. The first step consists in the creation of a hierarchy of possible parts that can be tightly packed within their minimum bounding boxes. In a second step, the hierarchy is exploited to extract the (single) segmentation whose parts can be most tightly packed. The fact that shape packing is an NP‐complete problem justifies the use of heuristics and approximated solutions whose efficacy and efficiency must be assessed. Extensive experimentation demonstrates that our algorithm produces satisfactory results for arbitrarily shaped objects while being comparable to methods when specific shapes are considered.Modern 3D printing technologies and the upcoming mass‐customization paradigm call for efficient methods to produce and distribute arbitrarily shaped 3D objects. This paper introduces an original algorithm to split a 3D model in parts that can be efficiently packed within a box, with the objective of reassembling them after delivery. The first step consists in the creation of a hierarchy of possible parts that can be tightly packed within their minimum bounding boxes. In a second step, the hierarchy is exploited to extract the (single) segmentation whose parts can be most tightly packed. The fact that shape packing is an NP‐complete problem justifies the use of heuristics and approximated solutions whose efficacy and efficiency must be assessed.Item Controller Design for Multi‐Skilled Bipedal Characters(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Firmin, M.; Panne, M.; Deussen, Oliver and Zhang, Hao (Richard)Developing motions for simulated humanoids remains a challenging problem. While there exists a multitude of approaches, few of these are reimplemented or reused by others. The predominant focus of papers in the area remains on algorithmic novelty, due to the difficulty and lack of incentive to more fully explore what can be accomplished within the scope of existing methodologies. We develop a language, based on common features found across physics‐based character animation research, that facilitates the controller authoring process. By specifying motion primitives over a number of phases, our language has been used to design over 25 controllers for motions ranging from simple static balanced poses, to highly dynamic stunts. Controller sequencing is supported in two ways. Naive integration of controllers is achieved by using highly stable pose controllers (such as a standing or squatting) as intermediate transitions. More complex controller connections are automatically learned through an optimization process. The robustness of our system is demonstrated via random walkthroughs of our integrated set of controllers.Developing motions for simulated humanoids remains a challenging problem. While there exists a multitude of approaches, few of these are reimplemented or reused by others. The predominant focus of papers in the area remains on algorithmic novelty, due to the difficulty and lack of incentive to more fully explore what can be accomplished within the scope of existing methodologies. We develop a language, based on common features found across physics‐based character animation research, that facilitates the controller authoring process. By specifying motion primitives over a number of phases, our language has been used to design over 25 controllers for motions ranging from simple static balanced poses, to highly dynamic stunts.Item Issue Information(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Deussen, Oliver and Zhang, Hao (Richard)Item Relativistic Effects for Time‐Resolved Light Transport(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Jarabo, Adrian; Masia, Belen; Velten, Andreas; Barsi, Christopher; Raskar, Ramesh; Gutierrez, Diego; Deussen, Oliver and Zhang, Hao (Richard)We present a real‐time framework which allows interactive visualization of relativistic effects for time‐resolved light transport. We leverage data from two different sources: real‐world data acquired with an effective exposure time of less than 2 picoseconds, using an ultra‐fast imaging technique termed , and a transient renderer based on ray‐tracing. We explore the effects of time dilation, light aberration, frequency shift and radiance accumulation by modifying existing models of these relativistic effects to take into account the time‐resolved nature of light propagation. Unlike previous works, we do not impose limiting constraints in the visualization, allowing the virtual camera to explore freely a reconstructed 3D scene depicting dynamic illumination. Moreover, we consider not only linear motion, but also acceleration and rotation of the camera. We further introduce, for the first time, a pinhole camera model into our relativistic rendering framework, and account for subsequent changes in focal length and field of view as the camera moves through the scene..Item Improving Performance of Image Retrieval Based on Fuzzy Colour Histograms by Using Hybrid Colour Model and Genetic Algorithm(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Ljubovic, V.; Supic, H.; Deussen, Oliver and Zhang, Hao (Richard)A hybrid colour model is a colour descriptor formed by combining channels from several different colour models. Although rarely used in computer graphics applications due to redundancy, hybrid colour models may be of interest for the Content‐Based Image Retrieval (CBIR). Best features of each colour model can be combined to obtain optimal retrieval performance. This paper evaluates several approaches to the construction of a hybrid colour model that is used to construct a fuzzy colour histogram of image as a compact feature for retrieval. By evaluating each channel separately, a colour model named HSY is proposed. Various parameters of fuzzy histogram are further improved using Genetic algorithm (GA). Using standard data sets and the Average Normalized Modified Retrieval Rank (ANMRR) as a metric for retrieval performance, it is shown that this novel approach can give an improved retrieval performance.A hybrid colour model is a colour descriptor formed by combining channels from several different colour models. Although rarely used in computer graphics applications due to redundancy, hybrid colour models may be of interest for the Content‐Based Image Retrieval (CBIR). Best features of each colour model can be combined to obtain optimal retrieval performance. This paper evaluates several approaches to the construction of a hybrid colour model that is used to construct a fuzzy colour histogram of image as a compact feature for retrieval. By evaluating each channel separately, a colour model named HSY is proposed. Various parameters of fuzzy histogram are further improved using Genetic algorithm (GA). Using standard data sets and the Average Normalized Modified Retrieval Rank (ANMRR) as a metric for retrieval performance, it is shown that this novel approach can give an improved retrieval performance.Item Register Efficient Dynamic Memory Allocator for GPUs(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Vinkler, M.; Havran, V.; Deussen, Oliver and Zhang, Hao (Richard)We compare five existing dynamic memory allocators optimized for GPUs and show their strengths and weaknesses. In the measurements, we use three generic evaluation tests proposed in the past and we add one with a real workload, where dynamic memory allocation is used in building the ‐d tree data structure. Following the performance analysis we propose a new dynamic memory allocator and its variants that address the limitations of the existing dynamic memory allocators. The new dynamic memory allocator uses few resources and is targeted towards large and variably sized memory allocations on massively parallel hardware architectures.We compare five existing dynamic memory allocators optimized for GPUs and show their strengths and weaknesses. In the measurements, we use three generic evaluation tests proposed in the past and we add one with a real workload, where dynamic memory allocation is used in building the ‐d tree data structure. Following the performance analysis we propose a new dynamic memory allocator and its variants that address the limitations of the existing dynamic memory allocators. The new dynamic memory allocator uses few resources and is targeted towards large and variably sized memory allocations on massively parallel hardware architectures.Item CPH: A Compact Representation for Hierarchical Meshes Generated by Primal Refinement(Copyright © 2015 The Eurographics Association and John Wiley & Sons Ltd., 2015) Untereiner, L.; Kraemer, P.; Cazier, D.; Bechmann, D.; Deussen, Oliver and Zhang, Hao (Richard)We present CPH (): a compact representation of the hierarchical connectivity of surface and volume manifold meshes generated through primal subdivision refinements. CPH is consistently defined in several dimensions and supports multiple kinds of tessellations and refinements, whether regular or adaptive. The basic idea is to store only the finest mesh, encoded in a classical monoresolution structure that is enriched with a minimal set of labels. These labels allow traversal of any intermediate level of the mesh concurrently without having to extract it in an additional structure. Our structure allows attributes to be stored on the cells not only on the finest level, but also on any intermediate level. We study the trade‐off between the memory cost of this compact representation and the time complexity of mesh traversals at any resolution level.We present CPH (): a compact representation of the hierarchical connectivity of surface and volume manifold meshes generated through primal subdivision refinements. CPH is consistently defined in several dimensions and supports multiple kinds of tessellations and refinements, whether regular or adaptive. The basic idea is to store only the finest mesh, encoded in a classical monoresolution structure that is enriched with a minimal set of labels. These labels allow traversal of any intermediate level of the mesh concurrently without having to extract it in an additional structure. Our structure allows attributes to be stored on the cells not only on the finest level, but also on any intermediate level.