Volume 26 (2007)
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Item Manipulating, Deforming and Animating Sampled Object Representations(The Eurographics Association and Blackwell Publishing Ltd, 2007) Chen, M.; Correa, C.; Islam, S.; Jones, M. W.; Shen, P.-Y.; Silver, D.; Walton, S. J. and Willis, P. J.A sampled object representation (SOR) defines a graphical model using data obtained from a sampling process, which takes a collection of samples at discrete positions in space in order to capture certain geometrical and physical properties of one or more objects of interest. Examples of SORs include images, videos, volume datasets and point datasets. Unlike many commonly used data representations in computer graphics, SORs lack in geometrical, topological and semantic information, which is much needed for controlling deformation and animation. Hence it poses a significant scientific and technical challenge to develop deformation and animation methods that operate upon SORs. Such methods can enable computer graphics and computer animation to benefit enormously from the advances of digital imaging technology.In this state of the art report, we survey a wide range of techniques that have been developed for manipulating, deforming and animating SORs. We consider a collection of elementary operations for manipulating SORs, which can serve as building blocks of deformation and animation techniques. We examine a collection of techniques that are designed to transform the geometry shape of deformable objects in sampled representations and pay particular attention to their deployment in surgical simulation. We review a collection of techniques for animating digital characters in SORs, focusing on recent developments in volume animation.Item Eurographics Honorary Fellowship(The Eurographics Association and Blackwell Publishing Ltd, 2007)Item Style Transfer Functions for Illustrative Volume Rendering(The Eurographics Association and Blackwell Publishing Ltd, 2007) Bruckner, S.; Groeller, M. E.Illustrative volume visualization frequently employs non-photorealistic rendering techniques to enhance important features or to suppress unwanted details. However, it is difficult to integrate multiple non-photorealistic rendering approaches into a single framework due to great differences in the individual methods and their parameters. In this paper, we present the concept of style transfer functions. Our approach enables flexible data-driven illumination which goes beyond using the transfer function to just assign colors and opacities. An image-based lighting model uses sphere maps to represent non-photorealistic rendering styles. Style transfer functions allow us to combine a multitude of different shading styles in a single rendering. We extend this concept with a technique for curvature-controlled style contours and an illustrative transparency model. Our implementation of the presented methods allows interactive generation of high-quality volumetric illustrations.Item Global Illumination using Photon Ray Splatting(The Eurographics Association and Blackwell Publishing Ltd, 2007) Herzog, Robert; Havran, Vlastimil; Kinuwaki, Shinichi; Myszkowski, Karol; Seidel, Hans-PeterWe present a novel framework for efficiently computing the indirect illumination in diffuse and moderately glossy scenes using density estimation techniques. Many existing global illumination approaches either quickly compute an overly approximate solution or perform an orders of magnitude slower computation to obtain high-quality results for the indirect illumination. The proposed method improves photon density estimation and leads to significantly better visual quality in particular for complex geometry, while only slightly increasing the computation time. We perform direct splatting of photon rays, which allows us to use simpler search data structures. Since our density estimation is carried out in ray space rather than on surfaces, as in the commonly used photon mapping algorithm, the results are more robust against geometrically incurred sources of bias. This holds also in combination with final gathering where photon mapping often overestimates the illumination near concave geometric features. In addition, we show that our photon splatting technique can be extended to handle moderately glossy surfaces and can be combined with traditional irradiance caching for sparse sampling and filtering in image space.Item Unpopping: Solving the Image-Space Blend Problem for Smooth Discrete LOD Transitions(The Eurographics Association and Blackwell Publishing Ltd, 2007) Giegl, Markus; Wimmer, MichaelThis paper presents a new, simple and practical algorithm to avoid artifacts when switching between discrete levels of detail (LOD) by smoothly blending LOD representations in image space. We analyse the alternatives of conventional alpha-blending and so-called late-switching (the switching of LODs far enough from the eye-point), widely thought to solve the LOD switching discontinuity problem, and conclude that they either do not work in practice, or defeat the concept of LODs. In contrast we show that our algorithm produces visually pleasing blends for static and animated discrete LODs, for discrete LODs with different types of LOD representations (e.g. billboards and meshes) and even to some extent totally different objects with similar spatial extent, with a very small runtime overhead.Item Young Researcher Award 2007(The Eurographics Association and Blackwell Publishing Ltd, 2007) Kautz, JanItem Expeditious Modelling of Virtual Urban Environments with Geospatial L-systems(The Eurographics Association and Blackwell Publishing Ltd, 2007) Coelho, A.; Bessa, M.; Sousa, A. Augusto; Ferreira, F. NunesL-systems have been used in Computer Graphics, namely for modelling plants, as well as in a few experiments to model urban environments. However, the lack of geospatial awareness is a limitation and in spite of some developments like open L-systems, that introduced the ability to communicate with the environment, there was a need for more flexibility. This paper presents Geospatial L-systems, a new extension of L-systems that incorporates geospatial awareness, and shows an application in the area of expeditious modelling of urban environments. A modelling system, named XL3D, generates virtual urban environments automatically from a XML based document that contains a modelling specification and accesses data sources in an interoperable way. The integration of geospatial L-systems in this modelling system has increased the potential for automation and the potential to generate virtual urban environments with a higher level of detail and visual fidelity, with a lower level of complexity of the modelling processes. These facts are shown in a case study where a virtual urban environment, taken from an area in the Porto downtown, is generated by this solution.Item A Bidirectional Light Field - Hologram Transform(The Eurographics Association and Blackwell Publishing Ltd, 2007) Ziegler, Remo; Bucheli, Simon; Ahrenberg, Lukas; Magnor, Marcus; Gross, MarkusIn this paper, we propose a novel framework to represent visual information. Extending the notion of conventional image-based rendering, our framework makes joint use of both light fields and holograms as complementary representations. We demonstrate how light fields can be transformed into holograms, and vice versa. By exploiting the advantages of either representation, our proposed dual representation and processing pipeline is able to overcome the limitations inherent to light fields and holograms alone. We show various examples from synthetic and real light fields to digital holograms demonstrating advantages of either representation, such as speckle-free images, ghosting-free images, aliasing-free recording, natural light recording, aperture-dependent effects and real-time rendering which can all be achieved using the same framework. Capturing holograms under white light illumination is one promising application for future work.Item Graphics-Based Learning in First-Year Computer Science(The Eurographics Association and Blackwell Publishing Ltd, 2007) Davis, T. A.This paper proposes a method for teaching a first-year course in computer science using graphics-based problems as the teaching medium. Specifically, we present a method for instruction in programming using a semester-long project of developing a ray tracer. This effort is part of a larger project, known as, in which a broad range of undergraduate courses are taught using computer graphics as the motivating application. An overview of this project is provided, along with description and results from the first trial CS2 course instructed using this technique.Item A Generic Pigment Model for Digital Painting(The Eurographics Association and Blackwell Publishing Ltd, 2007) Xu, Songhua; Tan, Haisheng; Jiao, Xiantao; Lau, Francis C.M.; Pan, YunheItem Consistent Viewing and Interaction for Multiple Users in Projection-Based VR Systems(The Eurographics Association and Blackwell Publishing Ltd, 2007) De Haan, Gerwin; Molenaar, Rene; Koutek, Michal; Post, Frits H.In projection-based Virtual Reality (VR) systems, typically only one headtracked user views stereo images rendered from the correct view position. For other users, who are presented a distorted image, moving with the first user s head motion, it is difficult to correctly view and interact with 3D objects in the virtual environment. In close-range VR systems, such as the Virtual Workbench, distortion effects are especially large because objects are within close range and users are relatively far apart. On these systems, multi-user collaboration proves to be difficult. In this paper, we analyze the problem and describe a novel, easy to implement method to prevent and reduce image distortion and its negative effects on close-range interaction task performance. First, our method combines a shared camera model and view distortion compensation. It minimizes the overall distortion for each user, while important user-personal objects such as interaction cursors, rays and controls remain distortion-free. Second, our method retains co-location for interaction techniques to make interaction more consistent. We performed a user experiment on our Virtual Workbench to analyze user performance under distorted view conditions with and without the use of our method. Our findings demonstrate the negative impact of view distortion on task performance and the positive effect our method introduces. This indicates that our method can enhance the multi-user collaboration experience on close-range, projection-based VR systems.Item Volume Preservation of Multiresolution Meshes(The Eurographics Association and Blackwell Publishing Ltd, 2007) Sauvage, Basile; Hahmann, Stefanie; Bonneau, Georges-PierreGeometric constraints have proved to be efficient for enhancing the realism of shape animation. The present paper addresses the computation and the preservation of the volume enclosed by multiresolution meshes. A wavelet based representation allows the mesh to be handled at any level of resolution. The key contribution is the calculation of the volume as a trilinear form with respect to the multiresolution coefficients. Efficiency is reached thanks to the pre-processing of a sparse 3D data structure involving the transposition of the filters while represented as a lifting scheme. A versatile and interactive method for preserving the volume during a deformation process is then proposed. It is based on a quadratic minimization subject to a linearization of the volume constraint. A closed form of the solution is derived.Item Erratum(The Eurographics Association and Blackwell Publishing Ltd, 2007) Langdon, W. B.Item REPORT OF THE STATUTORY AUDITORS TO THE GENERAL MEETING OF THE MEMBERS OF EUROGRAPHICS ASSOCIATION GENEVA(The Eurographics Association and Blackwell Publishing Ltd, 2007)Item 12th Eurographics Symposium on Virtual Environments(The Eurographics Association and Blackwell Publishing Ltd, 2007) Hubbold, Roger; Jorge, Joaquim; Lin, MingItem Interactive Simulation of the Human Eye Depth of Field and Its Correction by Spectacle Lenses(The Eurographics Association and Blackwell Publishing Ltd, 2007) Kakimoto, Masanori; Tatsukawa, Tomoaki; Mukai, Yukiteru; Nishita, TomoyukiThis paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyopia. Refraction and defocus are the main issues in the simulation. For refraction, our proposed method uses per-vertex basis ray tracing which warps the environment map and produces a real-time refracted image which is subjectively as good as ray tracing. Conventional defocus simulation was previously done by distribution ray tracing and a real-time solution was impossible. We introduce the concept of a blur field, which we use to displace every vertex according to its position. The blurring information is precomputed as a set of field values distributed to voxels which are formed by evenly subdividing the perspective projected space. The field values can be determined by tracing a wavefront from each voxel through the lens and the eye, and by evaluating the spread of light at the retina considering the best human accommodation effort. The blur field is stored as texture data and referred to by the vertex shader that displaces each vertex. With an interactive frame rate, blending the multiple rendering results produces a blurred image comparable to distribution ray tracing output.Item Crowds by Example(The Eurographics Association and Blackwell Publishing Ltd, 2007) Lerner, Alon; Chrysanthou, Yiorgos; Lischinski, DaniWe present an example-based crowd simulation technique. Most crowd simulation techniques assume that the behavior exhibited by each person in the crowd can be defined by a restricted set of rules. This assumption limits the behavioral complexity of the simulated agents. By learning from real-world examples, our autonomous agents display complex natural behaviors that are often missing in crowd simulations. Examples are created from tracked video segments of real pedestrian crowds. During a simulation, autonomous agents search for examples that closely match the situation that they are facing. Trajectories taken by real people in similar situations, are copied to the simulated agents, resulting in seemingly natural behaviors.Item Precomputed Radiance Transfer Field for Rendering Interreflections in Dynamic Scenes(The Eurographics Association and Blackwell Publishing Ltd, 2007) Pan, Minghao; Wang Xinguo Liu, Rui; Peng, Qunsheng; Bao, HujunIn this paper, we introduce a new representation - radiance transfer fields (RTF) - for rendering interreflections in dynamic scenes under low frequency illumination. The RTF describes the radiance transferred by an individual object to its surrounding space as a function of the incident radiance. An important property of RTF is its independence of the scene configuration, enabling interreflection computation in dynamic scenes. Secondly, RTFs naturally fit in with the rendering framework of precomputed shadow fields, incurring negligible cost to add interreflection effects. In addition, RTFs can be used to compute interreflections for both diffuse and glossy objects. We also show that RTF data can be highly compressed by clustered principal component analysis (CPCA), which not only reduces the memory cost but also accelerates rendering. Finally, we present some experimental results demonstrating our techniques.Item Omni-directional Relief Impostors(The Eurographics Association and Blackwell Publishing Ltd, 2007) Andujar, C.; Boo, J.; Brunet, P.; Fairen, M.; Navazo, I.; Vazquez, P.; Vinacua, A.Relief impostors have been proposed as a compact and high-quality representation for high-frequency detail in 3D models. In this paper we propose an algorithm to represent a complex object through the combination of a reduced set of relief maps. These relief maps can be rendered with very few artifacts and no apparent deformation from any view direction. We present an efficient algorithm to optimize the set of viewing planes supporting the relief maps, and an image-space metric to select a sufficient subset of relief maps for each view direction. Selected maps (typically three) are rendered based on the well-known ray-height-field intersection algorithm implemented on the GPU. We discuss several strategies to merge overlapping relief maps while minimizing sampling artifacts and to reduce extra texture requirements. We show that our representation can maintain the geometry and the silhouette of a large class of complex shapes with no limit in the viewing direction. Since the rendering cost is output sensitive, our representation can be used to build a hierarchical model of a 3D scene.Item Shape-aware Volume Illustration(The Eurographics Association and Blackwell Publishing Ltd, 2007) Chen, Wei; Lu, Aidong; Ebert, David S.We introduce a novel volume illustration technique for regularly sampled volume datasets. The fundamental difference between previous volume illustration algorithms and ours is that our results are shape-aware, as they depend not only on the rendering styles, but also the shape styles. We propose a new data structure that is derived from the input volume and consists of a distance volume and a segmentation volume. The distance volume is used to reconstruct a continuous field around the object boundary, facilitating smooth illustrations of boundaries and silhouettes. The segmentation volume allows us to abstract or remove distracting details and noise, and apply different rendering styles to different objects and components. We also demonstrate how to modify the shape of illustrated objects using a new 2D curve analogy technique. This provides an interactive method for learning shape variations from 2D hand-painted illustrations by drawing several lines. Our experiments on several volume datasets demonstrate that the proposed approach can achieve visually appealing and shape-aware illustrations. The feedback from medical illustrators is quite encouraging.