Full Papers 2011 - CGF 30-Issue 2
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Item A Sparse Parametric Mixture Model for BTF Compression, Editing and Rendering(The Eurographics Association and Blackwell Publishing Ltd., 2011) Wu, Hongzhi; Dorsey, Julie; Rushmeier, Holly; M. Chen and O. DeussenBidirectional texture functions (BTFs) represent the appearance of complex materials. Three major shortcomings with BTFs are the bulky storage, the difficulty in editing and the lack of efficient rendering methods. To reduce storage, many compression techniques have been applied to BTFs, but the results are difficult to edit. To facilitate editing, analytical models have been fit, but at the cost of accuracy of representation for many materials. It becomes even more challenging if efficient rendering is also needed. We introduce a high-quality general representation that is, at once, compact, easily editable, and can be efficiently rendered. The representation is computed by adopting the stagewise Lasso algorithm to search for a sparse set of analytical functions, whose weighted sum approximates the input appearance data. We achieve compression rates comparable to a state-of-the-art BTF compression method. We also demonstrate results in BTF editing and rendering.Item Predicted Virtual Soft Shadow Maps with High Quality Filtering(The Eurographics Association and Blackwell Publishing Ltd., 2011) Shen, Li; Guennebaud, Gaël; Yang, Baoguang; Feng, Jieqing; M. Chen and O. DeussenIn this paper we present a novel image based algorithm to render visually plausible anti-aliased soft shadows in a robust and efficient manner. To achieve both high visual quality and high performance, it employs an accurate shadow map filtering method which guarantees smooth penumbrae and high quality anisotropic anti-aliasing of the sharp transitions. Unlike approaches based on pre-filtering approximations, our approach does not suffer from light bleeding or losing contact shadows. Discretization artefacts are avoided by creating virtual shadow maps on the fly according to a novel shadow map resolution prediction model. This model takes into account the screen space frequency of the penumbrae via a perceptual metric which has been directly established from an appropriate user study. Consequently, our algorithm always generates shadow maps with minimal resolutions enabling high performance while guarantying high quality. Thanks to this perceptual model, our algorithm can sometimes be faster at rendering soft shadows than hard shadows. It can render game-like scenes at very high frame rates, and extremely large and complex scenes such as CAD models at interactive rates. In addition, our algorithm is highly scalable, and the quality versus performance trade-off can be easily tweaked.Item Wavelet Rasterization(The Eurographics Association and Blackwell Publishing Ltd., 2011) Manson, Josiah; Schaefer, Scott; M. Chen and O. DeussenWe present a method for analytically calculating an anti-aliased rasterization of arbitrary polygons or fonts bounded by Bezier curves in 2D as well as oriented triangle meshes in 3D. Our algorithm rasterizes multiple resolutions simultaneously using a hierarchical wavelet representation and is robust to degenerate inputs. We show that using the simplest wavelet, the Haar basis, is equivalent to performing a box-filter to the rasterized image. Because we evaluate wavelet coefficients through line integrals in 2D, we are able to derive analytic solutions for polygons that have Bezier curve boundaries of any order, and we provide solutions for quadratic and cubic curves. In 3D, we compute the wavelet coefficients through analytic surface integrals over triangle meshes and show how to do so in a computationally efficient manner.Item Combinatorial Bidirectional Path-Tracing for Efficient Hybrid CPU/GPU Rendering(The Eurographics Association and Blackwell Publishing Ltd., 2011) Pajot, Anthony; Barthe, Loïc; Paulin, Mathias; Poulin, Pierre; M. Chen and O. DeussenThis paper presents a reformulation of bidirectional path-tracing that adequately divides the algorithm into processes efficiently executed in parallel on both the CPU and the GPU. We thus benefit from high-level optimization techniques such as double buffering, batch processing, and asyncronous execution, as well as from the exploitation of most of the CPU, GPU, and memory bus capabilities. Our approach, while avoiding pure GPU implementation limitations (such as limited complexity of shaders, light or camera models, and processed scene data sets), is more than ten times faster than standard bidirectional path-tracing implementations, leading to performance suitable for production-oriented rendering engines.Item Dynamic Display of BRDFs(The Eurographics Association and Blackwell Publishing Ltd., 2011) Hullin, Matthias B.; Lensch, Hendrik P. A.; Raskar, Ramesh; Seidel, Hans-Peter; Ihrke, Ivo; M. Chen and O. DeussenThis paper deals with the challenge of physically displaying reflectance, i.e., the appearance of a surface and its variation with the observer position and the illuminating environment. This is commonly described by the bidirectional reflectance distribution function (BRDF). We provide a catalogue of criteria for the display of BRDFs, and sketch a few orthogonal approaches to solving the problem in an optically passive way. Our specific implementation is based on a liquid surface, on which we excite waves in order to achieve a varying degree of anisotropic roughness. The resulting probability density function of the surface normal is shown to follow a Gaussian distribution similar to most established BRDF models.Item Goal-based Caustics(The Eurographics Association and Blackwell Publishing Ltd., 2011) Papas, Marios; Jarosz, Wojciech; Jakob, Wenzel; Rusinkiewicz, Szymon; Matusik, Wojciech; Weyrich, Tim; M. Chen and O. DeussenWe propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to construct an array of continuous surface patches, each of which focuses light onto one of the Gaussian kernels, either through refraction or reflection. We show how to derive the shape of each continuous patch and arrange them by performing a discrete assignment of patches to kernels in the desired caustic. Our decomposition provides for high fidelity reconstruction of natural images using a small collection of patches. We demonstrate our approach on a wide variety of caustic images by manufacturing physical surfaces with a small number of patches.Item Image and Video Abstraction by Coherence-Enhancing Filtering(The Eurographics Association and Blackwell Publishing Ltd., 2011) Kyprianidis, Jan Eric; Kang, Henry; M. Chen and O. DeussenIn this work, we present a non-photorealistic rendering technique to create stylized abstractions from color images and videos. Our approach is based on adaptive line integral convolution in combination with directional shock filtering. The smoothing process regularizes directional image features while the shock filter provides a sharpening effect. Both operations are guided by a flow field derived from the structure tensor. To obtain a high-quality flow field, we present a novel smoothing scheme for the structure tensor based on Poisson's equation. Our approach effectively regularizes anisotropic image regions while preserving the overall image structure and achieving a consistent level of abstraction. Moreover, it is suitable for per-frame filtering of video and can be efficiently implemented to process content in real-time.Item Two-Level Grids for Ray Tracing on GPUs(The Eurographics Association and Blackwell Publishing Ltd., 2011) Kalojanov, Javor; Billeter, Markus; Slusallek, Philipp; M. Chen and O. DeussenWe investigate the use of two-level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort-based construction algorithm and show that the two-level grid is one of the structures that is fastest to construct on modern graphics processors. The structure handles non-uniform primitive distributions more robustly than the uniform grid and its traversal performance is comparable to those of other high quality acceleration structures used for dynamic scenes. We propose a cost model to determine the grid resolution and improve SIMD utilization during ray-triangle intersection by employing a hybrid packetization strategy. The build times and ray traversal acceleration provide overall rendering performance superior to previous approaches for real time rendering of animated scenes on GPUs.Item GeoBrush: Interactive Mesh Geometry Cloning(The Eurographics Association and Blackwell Publishing Ltd., 2011) Takayama, Kenshi; Schmidt, Ryan; Singh, Karan; Igarashi, Takeo; Boubekeur, Tamy; Sorkine, Olga; M. Chen and O. DeussenWe propose a method for interactive cloning of 3D surface geometry using a paintbrush interface, similar to the continuous cloning brush popular in image editing. Existing interactive mesh composition tools focus on atomic copy-and-paste of pre-selected feature areas, and are either limited to copying surface displacements, or require the solution of variational optimization problems, which is too expensive for an interactive brush interface. In contrast, our GeoBrush method supports real-time continuous copying of arbitrary high-resolution surface features between irregular meshes, including topological handles. We achieve this by first establishing a correspondence between the source and target geometries using a novel generalized discrete exponential map parameterization. Next we roughly align the source geometry with the target shape using Green Coordinates with automaticallyconstructed cages. Finally, we compute an offset membrane to smoothly blend the pasted patch with C1 continuity before stitching it into the target. The offset membrane is a solution of a bi-harmonic PDE, which is computed on the GPU in real time by exploiting the regular parametric domain. We demonstrate the effectiveness of GeoBrush with various editing scenarios, including detail enrichment and completion of scanned surfaces.Item Procedural Modeling of Interconnected Structures(The Eurographics Association and Blackwell Publishing Ltd., 2011) Krecklau, Lars; Kobbelt, Leif; M. Chen and O. DeussenThe complexity and detail of geometric scenes that are used in today's computer animated films and interactive games have reached a level where the manual creation by traditional 3D modeling tools has become infeasible. This is why procedural modeling concepts have been developed which generate highly complex 3D models by automatically executing a set of formal construction rules. Well-known examples are variants of L-systems which describe the bottom-up growth process of plants and shape grammars which define architectural buildings by decomposing blocks in a top-down fashion. However, none of these approaches allows for the easy generation of interconnected structures such as bridges or roller coasters where a functional interaction between rigid and deformable parts of an object is needed. Our approach mainly relies on the top-down decomposition principle of shape grammars to create an arbitrarily complex but well structured layout. During this process, potential attaching points are collected in containers which represent the set of candidates to establish interconnections. Our grammar then uses either abstract connection patterns or geometric queries to determine elements in those containers that are to be connected. The two different types of connections that our system supports are rigid object chains and deformable beams. The former type is constructed by inverse kinematics, the latter by spline interpolation. We demonstrate the descriptive power of our grammar by example models of bridges, roller coasters, and wall-mounted catenaries.Item Fruit Senescence and Decay Simulation(The Eurographics Association and Blackwell Publishing Ltd., 2011) Jr., Joseph T. Kider; Raja, Samantha; Badler, Norman I.; M. Chen and O. DeussenAging and imperfections provide important visual cues for realism. We present a novel physically-based approach for simulating the biological aging and decay process in fruits. This method simulates interactions between multiple processes. Our biologically-derived, reaction-diffusion model generates growth patterns for areas of fungal and bacterial infection. Fungal colony spread and propagation is affected by both bacterial growth and nutrient depletion. This process changes the physical properties of the surface of the fruit as well as its internal volume substrate. The fruit is physically simulated with parameters such as skin thickness and porosity, water content, flesh rigidity, ambient temperature, humidity, and proximity to other surfaces. Our model produces a simulation that closely mirrors the progression of decay in real fruits under similar parameterized conditions. Additionally, we provide a tool that allows artists to customize the input of the program to produce generalized fruit simulations.Item Symmetry Hierarchy of Man-Made Objects(The Eurographics Association and Blackwell Publishing Ltd., 2011) Wang, Yanzhen; Xu, Kai; Li, Jun; Zhang, Hao; Shamir, Ariel; Liu, Ligang; Cheng, Zhi-Quan; Xiong, Y.; M. Chen and O. DeussenWe introduce symmetry hierarchy of man-made objects, a high-level structural representation of a 3D model providing a symmetry-induced, hierarchical organization of the model's constituent parts. Given an input mesh, we segment it into primitive parts and build an initial graph which encodes inter-part symmetries and connectivity relations, as well as self-symmetries in individual parts. The symmetry hierarchy is constructed from the initial graph via recursive graph contraction which either groups parts by symmetry or assembles connected sets of parts. The order of graph contraction is dictated by a set of precedence rules designed primarily to respect the law of symmetry in perceptual grouping and the principle of compactness of representation. We show that symmetry hierarchy naturally implies a hierarchical segmentation that is more meaningful than those produced by local geometric considerations. We also develop an application of symmetry hierarchies for structural shape editing.Item Prior Knowledge for Part Correspondence(The Eurographics Association and Blackwell Publishing Ltd., 2011) Kaick, Oliver van; Tagliasacchi, Andrea; Sidi, Oana; Zhang, Hao; Cohen-Or, Daniel; Wolf, Lior; Hamarneh, Ghassan; M. Chen and O. DeussenClassical approaches to shape correspondence base their computation purely on the properties, in particular geometric similarity, of the shapes in question. Their performance still falls far short of that of humans in challenging cases where corresponding shape parts may differ significantly in geometry or even topology. We stipulate that in these cases, shape correspondence by humans involves recognition of the shape parts where prior knowledge on the parts would play a more dominant role than geometric similarity. We introduce an approach to part correspondence which incorporates prior knowledge imparted by a training set of pre-segmented, labeled models and combines the knowledge with content-driven analysis based on geometric similarity between the matched shapes. First, the prior knowledge is learned from the training set in the form of per-label classifiers. Next, given two query shapes to be matched, we apply the classifiers to assign a probabilistic label to each shape face. Finally, by means of a joint labeling scheme, the probabilistic labels are used synergistically with pairwise assignments derived from geometric similarity to provide the resulting part correspondence. We show that the incorporation of knowledge is especially effective in dealing with shapes exhibiting large intra-class variations. We also show that combining knowledge and content analyses outperforms approaches guided by either attribute alone.Item Implicit Brushes for Stylized Line-based Rendering(The Eurographics Association and Blackwell Publishing Ltd., 2011) Vergne, Romain; Vanderhaeghe, David; Chen, Jiazhou; Barla, Pascal; Granier, Xavier; Schlick, Christophe; M. Chen and O. DeussenWe introduce a new technique called Implicit Brushes to render animated 3D scenes with stylized lines in realtime with temporal coherence. An Implicit Brush is defined at a given pixel by the convolution of a brush footprint along a feature skeleton; the skeleton itself is obtained by locating surface features in the pixel neighborhood. Features are identified via image-space fitting techniques that not only extract their location, but also their profile, which permits to distinguish between sharp and smooth features. Profile parameters are then mapped to stylistic parameters such as brush orientation, size or opacity to give rise to a wide range of line-based styles.Item Scalable Remote Rendering with Depth and Motion-flow Augmented Streaming(The Eurographics Association and Blackwell Publishing Ltd., 2011) Paja, Dawid; Herzog, Robert; Eisemann, Elmar; Myszkowski, Karol; Seidel, Hans-Peter; M. Chen and O. DeussenIn this paper, we focus on efficient compression and streaming of frames rendered from a dynamic 3D model. Remote rendering and on-the-fly streaming become increasingly attractive for interactive applications. Data is kept confidential and only images are sent to the client. Even if the client's hardware resources are modest, the user can interact with state-of-the-art rendering applications executed on the server. Our solution focuses on augmented video information, e.g., by depth, which is key to increase robustness with respect to data loss, image reconstruction, and is an important feature for stereo vision and other client-side applications. Two major challenges arise in such a setup. First, the server workload has to be controlled to support many clients, second the data transfer needs to be efficient. Consequently, our contributions are twofold. First, we reduce the server-based computations by making use of sparse sampling and temporal consistency to avoid expensive pixel evaluations. Second, our data-transfer solution takes limited bandwidths into account, is robust to information loss, and compression and decompression are efficient enough to support real-time interaction. Our key insight is to tailor our method explicitly for rendered 3D content and shift some computations on client GPUs, to better balance the server/client workload. Our framework is progressive, scalable, and allows us to stream augmented high-resolution (e.g., HDready) frames with small bandwidth on standard hardware.Item Hatching for Motion Picture Production(The Eurographics Association and Blackwell Publishing Ltd., 2011) Umenhoffer, Tamás; Szécsi, László; Szirmay-Kalos, László; M. Chen and O. DeussenThis paper presents a hatching algorithm which - while also allows for an implementation in real-time - is integrated into the production pipeline of computer generated motion picture. Motion picture production pipelines impose special functional and quality requirements. From the functional point of view, the stages of modeling, 3D rendering, and compositing form a pipeline without feed-back, and frames are rendered independently, possibly on different computers. Thus, no temporal data can be shared between them while flicker free animation needs to be generated. Quality requirements can be grasped as that of dual consistency: the generated hatching must consistently follow object movement and deformation, and, at the same time, it should have a consistent pattern and density in image-space to provide the hand-crafted look. In order to meet both requirements, we apply a particle based method and develop an image-space density control mechanism using rejection sampling and low- discrepancy sequences. We also discuss the decomposition of rendering tasks according to the main stages of the production pipeline and demonstrate how the artist can define the illustration style in a convenient way.Item SQuad: Compact Representation for Triangle Meshes(The Eurographics Association and Blackwell Publishing Ltd., 2011) Gurung, Topraj; Laney, Daniel; Lindstrom, Peter; Rossignac, Jarek; M. Chen and O. DeussenThe SQuad data structure represents the connectivity of a triangle mesh by its "S table" of about 2 rpt (integer references per triangle). Yet it allows for a simple implementation of expected constant-time, random-access operators for traversing the mesh, including in-order traversal of the triangles incident upon a vertex. SQuad is more compact than the Corner Table (CT), which stores 6 rpt, and than the recently proposed SOT, which stores 3 rpt. However, in-core access is generally faster in CT than in SQuad, and SQuad requires rebuilding the S table if the connectivity is altered. The storage reduction and memory coherence opportunities it offers may help to reduce the frequency of page faults and cache misses when accessing elements of a mesh that does not fit in memory. We provide the details of a simple algorithm that builds the S table and of an optimized implementation of the SQuad operators.Item The Natural 3D Spiral(The Eurographics Association and Blackwell Publishing Ltd., 2011) Harary, Gur; Tal, Ayellet; M. Chen and O. DeussenLogarithmic spirals are ubiquitous in nature. This paper presents a novel mathematical definition of a 3D logarithmic spiral, which provides a proper description of objects found in nature. To motivate our work, we scanned spiral-shaped objects and studied their geometric properties. We consider the extent to which the existing 3D definitions capture these properties. We identify a property that is shared by the objects we investigated and is not satisfied by the existing 3D definitions. This leads us to present our definition in which both the radius of curvature and the radius of torsion change linearly along the curve. We prove that our spiral satisfies several desirable properties, including invariance to similarity transformations, smoothness, symmetry, extensibility, and roundness. Finally, we demonstrate the utility of our curves in the modeling of several animal structures.Item Estimating Color and Texture Parameters for Vector Graphics(The Eurographics Association and Blackwell Publishing Ltd., 2011) Jeschke, Stefan; Cline, David; Wonka, Peter; M. Chen and O. DeussenDiffusion curves are a powerful vector graphic representation that stores an image as a set of 2D Bezier curves with colors defined on either side. These colors are diffused over the image plane, resulting in smooth color regions as well as sharp boundaries. In this paper, we introduce a new automatic diffusion curve coloring algorithm. We start by defining a geometric heuristic for the maximum density of color control points along the image curves. Following this, we present a new algorithm to set the colors of these points so that the resulting diffused image is as close as possible to a source image in a least squares sense. We compare our coloring solution to the existing one which fails for textured regions, small features, and inaccurately placed curves. The second contribution of the paper is to extend the diffusion curve representation to include texture details based on Gabor noise. Like the curves themselves, the defined texture is resolution independent, and represented compactly. We define methods to automatically make an initial guess for the noise texure, and we provide intuitive manual controls to edit the parameters of the Gabor noise. Finally, we show that the diffusion curve representation itself extends to storing any number of attributes in an image, and we demonstrate this functionality with image stippling an hatching applications.Item Guided ProceduralModeling(The Eurographics Association and Blackwell Publishing Ltd., 2011) Bene , Bedrich; tava, Ondrej; Mech, Radomir; Miller, Gavin; M. Chen and O. DeussenProcedural methods present one of the most powerful techniques for authoring a vast variety of computer graphics models. However, their massive applicability is hindered by the lack of control and a low predictability of the results. In the classical procedural modeling pipeline, the user usually defines a set of rules, executes the procedural system, and by examining the results attempts to infer what should be changed in the system definition in order to achieve the desired output. We present guided procedural modeling, a new approach that allows a high level of top-down control by breaking the system into smaller building blocks that communicate. In our work we generalize the concept of the environment. The user creates a set of guides. Each guide defines a region in which a specific procedural model operates. These guides are connected by a set of links that serve for message passing between the procedural models attached to each guide. The entire model consists of a set of guides with procedural models, a graph representing their connection, and the method in which the guides interact. The modeling process is performed by modifying each of the described elements. The user can control the high-level description by editing the guides or manipulate the low-level description by changing the procedural rules. Changing the connectivity allows the user to create new complex forms in an easy and intuitive way. We show several examples of procedural structures, including an ornamental pattern, a street layout, a bridge, and a model of trees. We also demonstrate interactive examples for quick and intuitive editing using physics-based mass-spring system.